Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,93 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2026, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
#define IS_UNITY
|
||||
#endif
|
||||
|
||||
using System;
|
||||
|
||||
namespace Spine {
|
||||
#if IS_UNITY
|
||||
using Color32F = UnityEngine.Color;
|
||||
#endif
|
||||
|
||||
/// <summary>Organizes attachments for <see cref="Skeleton.DrawOrder"/> purposes and provides a place to store state for an
|
||||
/// attachment.
|
||||
/// <para>
|
||||
/// State cannot be stored in an attachment itself because attachments are stateless and may be shared across multiple
|
||||
/// skeletons.</para></summary>
|
||||
public class Slot : Posed<SlotData, SlotPose> {
|
||||
internal readonly Skeleton skeleton;
|
||||
internal readonly Bone bone;
|
||||
internal int attachmentState;
|
||||
|
||||
public Slot (SlotData data, Skeleton skeleton)
|
||||
: base(data, new SlotPose(), new SlotPose()) {
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||||
this.skeleton = skeleton;
|
||||
bone = skeleton.bones.Items[data.boneData.index];
|
||||
if (data.setupPose.GetDarkColor().HasValue) {
|
||||
pose.SetDarkColor(new Color32F());
|
||||
constrainedPose.SetDarkColor(new Color32F());
|
||||
}
|
||||
SetupPose();
|
||||
}
|
||||
|
||||
/// <summary>Copy constructor.</summary>
|
||||
public Slot (Slot slot, Bone bone, Skeleton skeleton)
|
||||
: base(slot.data, new SlotPose(), new SlotPose()) {
|
||||
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
|
||||
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||||
this.bone = bone;
|
||||
this.skeleton = skeleton;
|
||||
if (data.setupPose.GetDarkColor().HasValue) {
|
||||
pose.SetDarkColor(new Color32F());
|
||||
constrainedPose.SetDarkColor(new Color32F());
|
||||
}
|
||||
pose.Set(slot.pose);
|
||||
}
|
||||
|
||||
/// <summary>The bone this slot belongs to.</summary>
|
||||
public Bone Bone { get { return bone; } }
|
||||
|
||||
/// <summary>Sets this slot to the setup pose.</summary>
|
||||
override public void SetupPose () {
|
||||
pose.SetColor(data.setupPose.GetColor());
|
||||
if (pose.GetDarkColor().HasValue) pose.SetDarkColor(data.setupPose.GetDarkColor());
|
||||
pose.sequenceIndex = data.setupPose.sequenceIndex;
|
||||
if (data.attachmentName == null)
|
||||
pose.Attachment = null;
|
||||
else {
|
||||
pose.attachment = null;
|
||||
pose.Attachment = skeleton.GetAttachment(data.index, data.attachmentName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user