mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
83 lines
2.9 KiB
Haxe
83 lines
2.9 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine;
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class Sequence {
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private static var _nextID = 0;
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public var id = _nextID++;
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public var regions:Array<TextureRegion>;
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public var start = 0;
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public var digits = 0;
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/** The index of the region to show for the setup pose. */
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public var setupIndex = 0;
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public function new(count:Int) {
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this.regions = new Array<TextureRegion>();
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this.regions.resize(count);
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}
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public function copy():Sequence {
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var copy = new Sequence(this.regions.length);
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for (i in 0...this.regions.length) {
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copy.regions[i] = this.regions[i];
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}
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copy.start = this.start;
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copy.digits = this.digits;
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copy.setupIndex = this.setupIndex;
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return copy;
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}
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public function apply(slot:Slot, attachment:HasTextureRegion) {
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var index:Int = slot.sequenceIndex;
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if (index == -1)
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index = this.setupIndex;
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if (index >= this.regions.length)
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index = this.regions.length - 1;
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var region = this.regions[index];
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if (attachment.region != region) {
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attachment.region = region;
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attachment.updateRegion();
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}
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}
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public function getPath(basePath:String, index:Int):String {
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var result = basePath;
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var frame = Std.string(this.start + index);
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for (i in 0...(this.digits - frame.length)) {
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result += "0";
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}
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result += frame;
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return result;
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}
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}
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