NathanSweet 318b9939e6 Made consistent when slot vertices and attachment time are reset.
setAttachment resets vertices and attachment time only if the attachment actually changed. setToSetupPose always resets vertices and attachment time.

http://esotericsoftware.com/forum/Spine-API-SetToSetupPose-FFD-Questions-2102?p=26119#p26119
2016-01-15 07:02:09 +01:00

107 lines
3.8 KiB
C#

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using System;
namespace Spine {
public class Slot {
internal SlotData data;
internal Bone bone;
internal float r, g, b, a;
internal Attachment attachment;
internal float attachmentTime;
internal float[] attachmentVertices = new float[0];
internal int attachmentVerticesCount;
public SlotData Data { get { return data; } }
public Bone Bone { get { return bone; } }
public Skeleton Skeleton { get { return bone.skeleton; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
/// <summary>May be null.</summary>
public Attachment Attachment {
get {
return attachment;
}
set {
if (attachment == value) return;
attachment = value;
attachmentTime = bone.skeleton.time;
attachmentVerticesCount = 0;
}
}
public float AttachmentTime {
get {
return bone.skeleton.time - attachmentTime;
}
set {
attachmentTime = bone.skeleton.time - value;
}
}
public float[] AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } }
public int AttachmentVerticesCount { get { return attachmentVerticesCount; } set { attachmentVerticesCount = value; } }
public Slot (SlotData data, Bone bone) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
if (bone == null) throw new ArgumentNullException("bone cannot be null.");
this.data = data;
this.bone = bone;
SetToSetupPose();
}
internal void SetToSetupPose (int slotIndex) {
r = data.r;
g = data.g;
b = data.b;
a = data.a;
if (data.attachmentName == null)
Attachment = null;
else {
attachment = null;
Attachment = bone.skeleton.GetAttachment(slotIndex, data.attachmentName);
}
}
public void SetToSetupPose () {
SetToSetupPose(bone.skeleton.data.slots.IndexOf(data));
}
override public String ToString () {
return data.name;
}
}
}