2013-04-11 10:42:24 +02:00

87 lines
2.9 KiB
C#

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
using System;
namespace Spine {
public class Slot {
public SlotData Data { get; private set; }
public Bone Bone { get; private set; }
public Skeleton Skeleton { get; private set; }
public float R { get; set; }
public float G { get; set; }
public float B { get; set; }
public float A { get; set; }
/** May be null. */
private Attachment attachment;
public Attachment Attachment {
get {
return attachment;
}
set {
attachment = value;
attachmentTime = Skeleton.Time;
}
}
private float attachmentTime;
public float AttachmentTime {
get {
return Skeleton.Time - attachmentTime;
}
set {
attachmentTime = Skeleton.Time - value;
}
}
public Slot (SlotData data, Skeleton skeleton, Bone bone) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
if (bone == null) throw new ArgumentNullException("bone cannot be null.");
Data = data;
Skeleton = skeleton;
Bone = bone;
SetToBindPose();
}
internal void SetToBindPose (int slotIndex) {
R = Data.R;
G = Data.G;
B = Data.B;
A = Data.A;
Attachment = Data.AttachmentName == null ? null : Skeleton.GetAttachment(slotIndex, Data.AttachmentName);
}
public void SetToBindPose () {
SetToBindPose(Skeleton.Data.Slots.IndexOf(Data));
}
override public String ToString () {
return Data.Name;
}
}
}