/****************************************************************************** * 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 { /// /// Stores a slot's current pose. Slots organize attachments for {@link 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. /// public class Slot { internal SlotData data; internal Bone bone; internal float r, g, b, a; internal float r2, g2, b2; internal bool hasSecondColor; internal Attachment attachment; internal float attachmentTime; internal ExposedList deform = new ExposedList(); internal int attachmentState; public Slot (SlotData data, Bone bone) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null."); this.data = data; this.bone = bone; // darkColor = data.darkColor == null ? null : new Color(); if (data.hasSecondColor) { r2 = g2 = b2 = 0; } SetToSetupPose(); } /// Copy constructor. public Slot(Slot slot, Bone bone) { if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null."); if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null."); data = slot.data; this.bone = bone; r = slot.r; g = slot.g; b = slot.b; a = slot.a; // darkColor = slot.darkColor == null ? null : new Color(slot.darkColor); if (slot.hasSecondColor) { r2 = slot.r2; g2 = slot.g2; b2 = slot.b2; } else { r2 = g2 = b2 = 0; } hasSecondColor = slot.hasSecondColor; attachment = slot.attachment; attachmentTime = slot.attachmentTime; deform.AddRange(slot.deform); } /// The slot's setup pose data. public SlotData Data { get { return data; } } /// The bone this slot belongs to. public Bone Bone { get { return bone; } } /// The skeleton this slot belongs to. public Skeleton Skeleton { get { return bone.skeleton; } } /// The color used to tint the slot's attachment. If is set, this is used as the light color for two /// color tinting. public float R { get { return r; } set { r = value; } } /// The color used to tint the slot's attachment. If is set, this is used as the light color for two /// color tinting. public float G { get { return g; } set { g = value; } } /// The color used to tint the slot's attachment. If is set, this is used as the light color for two /// color tinting. public float B { get { return b; } set { b = value; } } /// The color used to tint the slot's attachment. If is set, this is used as the light color for two /// color tinting. public float A { get { return a; } set { a = value; } } public void ClampColor() { r = MathUtils.Clamp(r, 0, 1); g = MathUtils.Clamp(g, 0, 1); b = MathUtils.Clamp(b, 0, 1); a = MathUtils.Clamp(a, 0, 1); } /// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used. /// public float R2 { get { return r2; } set { r2 = value; } } /// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used. /// public float G2 { get { return g2; } set { g2 = value; } } /// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used. /// public float B2 { get { return b2; } set { b2 = value; } } /// Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used. public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } } public void ClampSecondColor () { r2 = MathUtils.Clamp(r2, 0, 1); g2 = MathUtils.Clamp(g2, 0, 1); b2 = MathUtils.Clamp(b2, 0, 1); } public Attachment Attachment { /// The current attachment for the slot, or null if the slot has no attachment. get { return attachment; } /// /// Sets the slot's attachment and, if the attachment changed, resets and clears /// . /// May be null. set { if (attachment == value) return; attachment = value; attachmentTime = bone.skeleton.time; deform.Clear(false); } } /// The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton /// public float AttachmentTime { get { return bone.skeleton.time - attachmentTime; } set { attachmentTime = bone.skeleton.time - value; } } /// 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. /// /// See and . public ExposedList Deform { get { return deform; } set { if (deform == null) throw new ArgumentNullException("deform", "deform cannot be null."); deform = value; } } /// Sets this slot to the setup pose. public void SetToSetupPose () { r = data.r; g = data.g; b = data.b; a = data.a; // if (darkColor != null) darkColor.set(data.darkColor); if (HasSecondColor) { r2 = data.r2; g2 = data.g2; b2 = data.b2; } if (data.attachmentName == null) Attachment = null; else { attachment = null; Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName); } } override public string ToString () { return data.name; } } }