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https://github.com/EsotericSoftware/spine-runtimes.git
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72 lines
3.2 KiB
TypeScript
72 lines
3.2 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Bone } from "./Bone.js";
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import { Posed } from "./Posed.js";
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import { Skeleton } from "./Skeleton.js";
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import { SlotData } from "./SlotData.js";
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import { SlotPose } from "./SlotPose.js";
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import { Color } from "./Utils.js";
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/** Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
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* state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared
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* across multiple skeletons. */
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export class Slot extends Posed<SlotData, SlotPose, SlotPose> {
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readonly skeleton: Skeleton;
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/** The bone this slot belongs to. */
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readonly bone: Bone;
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attachmentState: number = 0;
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constructor (data: SlotData, skeleton: Skeleton) {
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super(data, new SlotPose(), new SlotPose());
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if (!skeleton) throw new Error("skeleton cannot be null.");
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this.skeleton = skeleton;
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this.bone = skeleton.bones[data.boneData.index];
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if (data.setup.darkColor != null) {
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this.pose.darkColor = new Color();
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this.constrained.darkColor = new Color();
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}
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this.setupPose();
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}
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setupPose () {
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this.pose.color.setFromColor(this.data.setup.color);
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if (this.pose.darkColor) this.pose.darkColor.setFromColor(this.data.setup.darkColor!);
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this.pose.sequenceIndex = this.data.setup.sequenceIndex;
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if (!this.data.attachmentName)
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this.pose.setAttachment(null);
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else {
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this.pose.attachment = null;
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this.pose.setAttachment(this.skeleton.getAttachment(this.data.index, this.data.attachmentName));
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}
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}
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}
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