57 lines
2.5 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.animation;
import spine.Bone;
import spine.Event;
import spine.MathUtils;
import spine.Skeleton;
/** Changes a bone's local {@link Bone#scaleY}. */
class ScaleYTimeline extends CurveTimeline1 implements BoneTimeline {
private var boneIndex:Int = 0;
public function new(frameCount:Int, bezierCount:Int, boneIndex:Int) {
super(frameCount, bezierCount, [Property.scaleY + "|" + boneIndex]);
this.boneIndex = boneIndex;
}
public function getBoneIndex():Int {
return boneIndex;
}
override public function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Array<Event>, alpha:Float, blend:MixBlend,
direction:MixDirection):Void {
var bone:Bone = skeleton.bones[boneIndex];
if (bone.active) bone.scaleY = getScaleValue(time, alpha, blend, direction, bone.scaleY, bone.data.scaleY);
}
}