Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, 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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using FromProperty = TransformConstraintData.FromProperty;
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/// <summary>
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/// Stores the setup pose for a <see cref="Slider"/>.
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/// </summary>
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public class SliderData : ConstraintData<Slider, SliderPose> {
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internal Animation animation;
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internal bool additive, loop;
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internal BoneData bone;
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internal FromProperty property;
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internal float offset, scale;
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internal bool local;
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public SliderData (string name)
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: base(name, new SliderPose()) {
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}
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override public IConstraint Create (Skeleton skeleton) {
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return new Slider(this, skeleton);
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}
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/// <summary>The animation the slider will apply.</summary>
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public Animation Animation { get { return animation; } set { animation = value; } }
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/// <summary>When true, the animation is applied by adding it to the current pose rather than overwriting it.</summary>
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public bool Additive { get { return additive; } set { additive = value; } }
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/// <summary>When true, the animation repeats after its duration, otherwise the last frame is used.</summary>
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public bool Loop { get { return loop; } set { loop = value; } }
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/// <summary>When set, the bone's transform property is used to set the slider's <see cref="SliderPose.Time"/>. May be null.</summary>
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public BoneData Bone { get { return bone; } set { bone = value; } }
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/// <summary>When a bone is set, the specified transform property is used to set the slider's <see cref="SliderPose.Time"/>. May be null.</summary>
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public FromProperty Property { get { return property; } set { property = value; } }
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/// <summary>When a bone is set, the offset is added to the property.</summary>
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public float Offset { get { return offset; } set { offset = value; } }
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/// <summary>When a bone is set, this is the scale of the <see cref="Property"/> value in relation to the slider time.</summary>
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public float Scale { get { return scale; } set { scale = value; } }
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/// <summary>When true and a bone is set, the bone's local transform property is read instead of its world transform.</summary>
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public bool Local { get { return local; } set { local = value; } }
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}
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}
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