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