/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
using System;
namespace Spine {
public class SlotData {
internal int index;
internal string name;
internal BoneData boneData;
internal float r = 1, g = 1, b = 1, a = 1;
internal float r2 = 0, g2 = 0, b2 = 0;
internal bool hasSecondColor = false;
internal string attachmentName;
internal BlendMode blendMode;
/// The index of the slot in .
public int Index { get { return index; } }
/// The name of the slot, which is unique across all slots in the skeleton.
public string Name { get { return name; } }
/// The bone this slot belongs to.
public BoneData BoneData { get { return boneData; } }
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; } }
public float R2 { get { return r2; } set { r2 = value; } }
public float G2 { get { return g2; } set { g2 = value; } }
public float B2 { get { return b2; } set { b2 = value; } }
public bool HasSecondColor { get { return hasSecondColor; } set { hasSecondColor = value; } }
/// The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible.
public String AttachmentName { get { return attachmentName; } set { attachmentName = value; } }
/// The blend mode for drawing the slot's attachment.
public BlendMode BlendMode { get { return blendMode; } set { blendMode = value; } }
public SlotData (int index, String name, BoneData boneData) {
if (index < 0) throw new ArgumentException ("index must be >= 0.", "index");
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
if (boneData == null) throw new ArgumentNullException("boneData", "boneData cannot be null.");
this.index = index;
this.name = name;
this.boneData = boneData;
}
override public string ToString () {
return name;
}
}
}