/****************************************************************************** * 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; } } }