源战役客户端
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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using System;
  31. namespace Spine {
  32. public class Slot {
  33. internal SlotData data;
  34. internal Bone bone;
  35. internal float r, g, b, a;
  36. internal float r2, g2, b2;
  37. internal bool hasSecondColor;
  38. internal Attachment attachment;
  39. internal float attachmentTime;
  40. internal ExposedList<float> attachmentVertices = new ExposedList<float>();
  41. public SlotData Data { get { return data; } }
  42. public Bone Bone { get { return bone; } }
  43. public Skeleton Skeleton { get { return bone.skeleton; } }
  44. public float R { get { return r; } set { r = value; } }
  45. public float G { get { return g; } set { g = value; } }
  46. public float B { get { return b; } set { b = value; } }
  47. public float A { get { return a; } set { a = value; } }
  48. public float R2 { get { return r2; } set { r2 = value; } }
  49. public float G2 { get { return g2; } set { g2 = value; } }
  50. public float B2 { get { return b2; } set { b2 = value; } }
  51. public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
  52. /// <summary>May be null.</summary>
  53. public Attachment Attachment {
  54. get { return attachment; }
  55. set {
  56. if (attachment == value) return;
  57. attachment = value;
  58. attachmentTime = bone.skeleton.time;
  59. attachmentVertices.Clear(false);
  60. }
  61. }
  62. public float AttachmentTime {
  63. get { return bone.skeleton.time - attachmentTime; }
  64. set { attachmentTime = bone.skeleton.time - value; }
  65. }
  66. public ExposedList<float> AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } }
  67. public Slot (SlotData data, Bone bone) {
  68. if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
  69. if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
  70. this.data = data;
  71. this.bone = bone;
  72. SetToSetupPose();
  73. }
  74. public void SetToSetupPose () {
  75. r = data.r;
  76. g = data.g;
  77. b = data.b;
  78. a = data.a;
  79. if (data.attachmentName == null)
  80. Attachment = null;
  81. else {
  82. attachment = null;
  83. Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName);
  84. }
  85. }
  86. override public string ToString () {
  87. return data.name;
  88. }
  89. }
  90. }