mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
198 lines
8.7 KiB
C#
198 lines
8.7 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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/*****************************************************************************
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* Spine Attributes created by Mitch Thompson
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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public class SpineSlot : PropertyAttribute {
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public string startsWith = "";
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public string dataField = "";
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/// <summary>
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/// Smart popup menu for Spine Slots
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineSlot(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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}
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public class SpineSkin : PropertyAttribute {
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public string startsWith = "";
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public string dataField = "";
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/// <summary>
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/// Smart popup menu for Spine Skins
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineSkin(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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}
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public class SpineAnimation : PropertyAttribute {
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public string startsWith = "";
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public string dataField = "";
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/// <summary>
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/// Smart popup menu for Spine Animations
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAnimation(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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}
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public class SpineAttachment : PropertyAttribute {
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public bool returnAttachmentPath = false;
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public bool currentSkinOnly = false;
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public bool placeholdersOnly = false;
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public string dataField = "";
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public string slotField = "";
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public SpineAttachment() {
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}
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/// <summary>
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/// Smart popup menu for Spine Attachments
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/// </summary>
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/// <param name="currentSkinOnly">Filters popup results to only include the current Skin. Only valid when a SkeletonRenderer is the data source.</param>
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/// <param name="returnAttachmentPath">Returns a fully qualified path for an Attachment in the format "Skin/Slot/AttachmentName"</param>
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/// <param name="placeholdersOnly">Filters popup results to exclude attachments that are not children of Skin Placeholders</param>
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/// <param name="slotField">If specified, a locally scoped field with the name supplied by in slotField will be used to limit the popup results to children of a named slot</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAttachment(bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "") {
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this.currentSkinOnly = currentSkinOnly;
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this.returnAttachmentPath = returnAttachmentPath;
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this.placeholdersOnly = placeholdersOnly;
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this.slotField = slotField;
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this.dataField = dataField;
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}
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public static Hierarchy GetHierarchy(string fullPath) {
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return new Hierarchy(fullPath);
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}
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public static Spine.Attachment GetAttachment(string attachmentPath, Spine.SkeletonData skeletonData) {
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var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
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if (hierarchy.name == "")
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return null;
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return skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
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}
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public static Spine.Attachment GetAttachment(string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
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return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true));
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}
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public struct Hierarchy {
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public string skin;
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public string slot;
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public string name;
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public Hierarchy(string fullPath) {
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string[] chunks = fullPath.Split(new char[]{'/'}, System.StringSplitOptions.RemoveEmptyEntries);
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if (chunks.Length == 0) {
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skin = "";
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slot = "";
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name = "";
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return;
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}
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else if (chunks.Length < 2) {
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throw new System.Exception("Cannot generate Attachment Hierarchy from string! Not enough components! [" + fullPath + "]");
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}
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skin = chunks[0];
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slot = chunks[1];
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name = "";
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for (int i = 2; i < chunks.Length; i++) {
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name += chunks[i];
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}
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}
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}
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}
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public class SpineBone : PropertyAttribute {
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public string startsWith = "";
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public string dataField = "";
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/// <summary>
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/// Smart popup menu for Spine Bones
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineBone(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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public static Spine.Bone GetBone(string boneName, SkeletonRenderer renderer) {
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if (renderer.skeleton == null)
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return null;
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return renderer.skeleton.FindBone(boneName);
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}
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public static Spine.BoneData GetBoneData(string boneName, SkeletonDataAsset skeletonDataAsset) {
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var data = skeletonDataAsset.GetSkeletonData(true);
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return data.FindBone(boneName);
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}
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}
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public class SpineAtlasRegion : PropertyAttribute {
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//TODO: Standardize with Skeleton attributes
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//NOTE: For now, relies on locally scoped field named "atlasAsset" for source.
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} |