mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 14:54:53 +08:00
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
198 lines
8.8 KiB
C#
198 lines
8.8 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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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using System;
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namespace Spine {
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public class SkeletonData {
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internal String name;
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
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internal ExposedList<SlotData> slots = new ExposedList<SlotData>();
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internal ExposedList<Skin> skins = new ExposedList<Skin>();
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internal Skin defaultSkin;
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internal ExposedList<EventData> events = new ExposedList<EventData>();
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internal ExposedList<Animation> animations = new ExposedList<Animation>();
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internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
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internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
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internal ExposedList<PathConstraintData> pathConstraints = new ExposedList<PathConstraintData>();
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internal float width, height;
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internal String version, hash, imagesPath;
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public String Name { get { return name; } set { name = value; } }
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public ExposedList<BoneData> Bones { get { return bones; } } // Ordered parents first.
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public ExposedList<SlotData> Slots { get { return slots; } } // Setup pose draw order.
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public ExposedList<Skin> Skins { get { return skins; } set { skins = value; } }
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/// <summary>May be null.</summary>
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public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
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public ExposedList<EventData> Events { get { return events; } set { events = value; } }
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public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
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public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
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public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
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public ExposedList<PathConstraintData> PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
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public float Width { get { return width; } set { width = value; } }
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public float Height { get { return height; } set { height = value; } }
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/// <summary>The Spine version used to export this data.</summary>
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public String Version { get { return version; } set { version = value; } }
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public String Hash { get { return hash; } set { hash = value; } }
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// --- Bones.
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/// <returns>May be null.</returns>
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public BoneData FindBone (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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ExposedList<BoneData> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++) {
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BoneData bone = bones.Items[i];
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if (bone.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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ExposedList<BoneData> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bones.Items[i].name == boneName) return i;
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return -1;
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}
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// --- Slots.
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/// <returns>May be null.</returns>
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public SlotData FindSlot (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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SlotData slot = slots.Items[i];
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if (slot.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the slot was not found.</returns>
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public int FindSlotIndex (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots.Items[i].name == slotName) return i;
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return -1;
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}
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// --- Skins.
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/// <returns>May be null.</returns>
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public Skin FindSkin (String skinName) {
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if (skinName == null) throw new ArgumentNullException("skinName", "skinName cannot be null.");
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foreach (Skin skin in skins)
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if (skin.name == skinName) return skin;
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return null;
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}
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// --- Events.
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/// <returns>May be null.</returns>
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public EventData FindEvent (String eventDataName) {
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if (eventDataName == null) throw new ArgumentNullException("eventDataName", "eventDataName cannot be null.");
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foreach (EventData eventData in events)
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if (eventData.name == eventDataName) return eventData;
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return null;
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}
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// --- Animations.
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/// <returns>May be null.</returns>
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public Animation FindAnimation (String animationName) {
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if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null.");
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ExposedList<Animation> animations = this.animations;
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for (int i = 0, n = animations.Count; i < n; i++) {
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Animation animation = animations.Items[i];
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if (animation.name == animationName) return animation;
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}
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return null;
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}
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// --- IK constraints.
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/// <returns>May be null.</returns>
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public IkConstraintData FindIkConstraint (String constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<IkConstraintData> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraintData ikConstraint = ikConstraints.Items[i];
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if (ikConstraint.name == constraintName) return ikConstraint;
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}
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return null;
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}
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// --- Transform constraints.
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/// <returns>May be null.</returns>
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public TransformConstraintData FindTransformConstraint (String constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<TransformConstraintData> transformConstraints = this.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraintData transformConstraint = transformConstraints.Items[i];
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if (transformConstraint.name == constraintName) return transformConstraint;
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}
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return null;
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}
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// --- Path constraints.
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/// <returns>May be null.</returns>
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public PathConstraintData FindPathConstraint (String constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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PathConstraintData constraint = pathConstraints.Items[i];
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if (constraint.name.Equals(constraintName)) return constraint;
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}
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return null;
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}
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/// <returns>-1 if the path constraint was not found.</returns>
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public int FindPathConstraintIndex (String pathConstraintName) {
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if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
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ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++)
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if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i;
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return -1;
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}
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// ---
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override public String ToString () {
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return name ?? base.ToString();
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}
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}
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}
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