144 lines
6.3 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* 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.
*****************************************************************************/
#if UNITY_5_3_OR_NEWER
#define IS_UNITY
#endif
using System;
namespace Spine {
#if IS_UNITY
using Color32F = UnityEngine.Color;
#endif
/// <summary>
/// Stores a slot's pose. Slots organize attachments for <see cref="Skeleton.DrawOrder"/> purposes and provide a place to store state
/// for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared across
/// multiple skeletons.
/// </summary>
public class SlotPose : IPose<SlotPose> {
// Color is a struct, thus set to protected to prevent
// Color color = slot.color; color.a = 0.5; modifying just a copy of the struct instead of the original
// object as in reference implementation.
protected Color32F color = new Color32F(1, 1, 1, 1);
protected Color32F? darkColor = null;
internal Attachment attachment; // Not used in setup pose.
internal int sequenceIndex;
internal readonly ExposedList<float> deform = new ExposedList<float>();
internal SlotPose () {
}
public void Set (SlotPose pose) {
if (pose == null) throw new ArgumentNullException("pose", "pose cannot be null.");
color = pose.color;
if (darkColor.HasValue) darkColor = pose.darkColor;
attachment = pose.attachment;
sequenceIndex = pose.sequenceIndex;
deform.Clear(false);
deform.AddRange(pose.deform);
}
/// <returns>A copy of the color used to tint the slot's attachment. If <see cref="DarkColor"/> is set, this is used as the light color for two
/// color tinting.</returns>
public Color32F GetColor () {
return color;
}
/// <summary>Sets the color used to tint the slot's attachment. If <see cref="DarkColor"/> is set, this is used as the light color for two
/// color tinting.</summary>
public void SetColor (Color32F color) {
this.color = color;
}
/// <summary>Clamps the <see cref="GetColor()">color</see> used to tint the slot's attachment to the 0-1 range.</summary>
public void ClampColor () {
color.Clamp();
}
/// <returns>A copy of the dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
/// color's alpha is not used.</returns>
public Color32F? GetDarkColor () {
return darkColor;
}
/// <summary>Sets the dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
/// color's alpha is not used.</summary>
public void SetDarkColor (Color32F? darkColor) {
this.darkColor = darkColor;
}
/// <summary>Clamps the <see cref="GetDarkColor()">dark color</see> used to tint the slot's attachment to the 0-1 range.</summary>
public void ClampDarkColor () {
if (darkColor.HasValue) darkColor = darkColor.Value.Clamp();
}
/// <summary>
/// The current attachment for the slot, or null if the slot has no attachment.
/// If the attachment is changed, resets <see cref="SequenceIndex"/> and clears the <see cref="Deform"/>.
/// The deform is not cleared if the old attachment has the same <see cref="VertexAttachment.TimelineAttachment"/> as the
/// specified attachment.</summary>
public Attachment Attachment {
/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
get { return attachment; }
/// <summary>
/// Sets the slot's attachment and, if the attachment changed, resets <see cref="SequenceIndex"/> and clears the <see cref="Deform"/>.
/// The deform is not cleared if the old attachment has the same <see cref="VertexAttachment.TimelineAttachment"/> as the
/// specified attachment.</summary>
/// <param name="value">May be null.</param>
set {
if (attachment == value) return;
if (!(value is VertexAttachment) || !(this.attachment is VertexAttachment)
|| ((VertexAttachment)value).TimelineAttachment != ((VertexAttachment)this.attachment).TimelineAttachment) {
deform.Clear();
}
this.attachment = value;
sequenceIndex = -1;
}
}
/// <summary>
/// The index of the texture region to display when the slot's attachment has a <see cref="Sequence"/>. -1 represents the
/// <see cref="Sequence.SetupIndex"/>.
/// </summary>
public int SequenceIndex { get { return sequenceIndex; } set { sequenceIndex = value; } }
/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
/// <para />
/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
public ExposedList<float> Deform {
get {
return deform;
}
}
}
}