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https://github.com/EsotericSoftware/spine-runtimes.git
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100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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public class Slot {
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internal SlotData data;
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internal Bone bone;
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internal Skeleton skeleton;
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internal float r, g, b, a;
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internal float attachmentTime;
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internal Attachment attachment;
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public SlotData Data { get { return data; } }
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public Bone Bone { get { return bone; } }
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public Skeleton Skeleton { get { return skeleton; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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/// <summary>May be null.</summary>
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public Attachment Attachment {
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get {
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return attachment;
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}
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set {
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attachment = value;
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attachmentTime = skeleton.time;
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}
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}
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public float AttachmentTime {
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get {
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return skeleton.time - attachmentTime;
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}
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set {
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attachmentTime = skeleton.time - value;
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}
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}
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public Slot (SlotData data, Skeleton skeleton, Bone bone) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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if (bone == null) throw new ArgumentNullException("bone cannot be null.");
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this.data = data;
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this.skeleton = skeleton;
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this.bone = bone;
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SetToSetupPose();
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}
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internal void SetToSetupPose (int slotIndex) {
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r = data.r;
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g = data.g;
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b = data.b;
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a = data.a;
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Attachment = data.attachmentName == null ? null : skeleton.GetAttachment(slotIndex, data.attachmentName);
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}
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public void SetToSetupPose () {
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SetToSetupPose(skeleton.data.slots.IndexOf(data));
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}
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override public String ToString () {
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return data.name;
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}
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}
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}
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