Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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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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#if UNITY_5_3_OR_NEWER
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#define IS_UNITY
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#endif
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using System;
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namespace Spine {
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#if IS_UNITY
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using Color32F = UnityEngine.Color;
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#endif
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/// <summary>Stores a slot's pose.</summary>
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public class SlotPose : IPose<SlotPose> {
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// Color is a struct, thus set to protected to prevent
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// Color color = slot.color; color.a = 0.5; modifying just a copy of the struct instead of the original
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// object as in reference implementation.
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protected Color32F color = new Color32F(1, 1, 1, 1);
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protected Color32F? darkColor = null;
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internal Attachment attachment; // Not used in setup pose.
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internal int sequenceIndex;
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internal readonly ExposedList<float> deform = new ExposedList<float>();
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internal SlotPose () {
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}
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public void Set (SlotPose pose) {
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if (pose == null) throw new ArgumentNullException("pose", "pose cannot be null.");
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color = pose.color;
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if (darkColor.HasValue) darkColor = pose.darkColor;
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attachment = pose.attachment;
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sequenceIndex = pose.sequenceIndex;
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deform.Clear(false);
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deform.AddRange(pose.deform);
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}
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/// <returns>A copy of the color used to tint the slot's attachment. If <see cref="DarkColor"/> is set, this is used as the light color for two
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/// color tinting.</returns>
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public Color32F GetColor () {
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return color;
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}
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/// <summary>Sets the color used to tint the slot's attachment. If <see cref="DarkColor"/> is set, this is used as the light color for two
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/// color tinting.</summary>
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public void SetColor (Color32F color) {
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this.color = color;
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}
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/// <summary>Clamps the <see cref="GetColor()">color</see> used to tint the slot's attachment to the 0-1 range.</summary>
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public void ClampColor () {
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color.Clamp();
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}
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/// <returns>A copy of the dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
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/// color's alpha is not used.</returns>
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public Color32F? GetDarkColor () {
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return darkColor;
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}
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/// <summary>Sets the dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
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/// color's alpha is not used.</summary>
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public void SetDarkColor (Color32F? darkColor) {
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this.darkColor = darkColor;
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}
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/// <summary>Whether two color tinting is used and dark color is set.</summary>
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public bool HasDarkColor {
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get {
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return darkColor.HasValue;
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}
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}
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/// <summary>Clamps the <see cref="GetDarkColor()">dark color</see> used to tint the slot's attachment to the 0-1 range.</summary>
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public void ClampDarkColor () {
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if (darkColor.HasValue) darkColor = darkColor.Value.Clamp();
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}
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/// <summary>
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/// The current attachment for the slot, or null if the slot has no attachment.
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/// If the attachment is changed, resets <see cref="SequenceIndex"/> and clears the <see cref="Deform"/>.
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/// The deform is not cleared if the old attachment has the same <see cref="VertexAttachment.TimelineAttachment"/> as the
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/// specified attachment.</summary>
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public Attachment Attachment {
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/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
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get { return attachment; }
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/// <summary>
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/// Sets the slot's attachment and, if the attachment changed, resets <see cref="SequenceIndex"/> and clears the <see cref="Deform"/>.
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/// The deform is not cleared if the old attachment has the same <see cref="VertexAttachment.TimelineAttachment"/> as the
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/// specified attachment.</summary>
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/// <param name="value">May be null.</param>
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set {
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if (attachment == value) return;
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if (!(value is VertexAttachment) || !(this.attachment is VertexAttachment)
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|| ((VertexAttachment)value).TimelineAttachment != ((VertexAttachment)this.attachment).TimelineAttachment) {
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deform.Clear();
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}
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this.attachment = value;
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sequenceIndex = -1;
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}
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}
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/// <summary>
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/// The index of the texture region to display when the slot's attachment has a <see cref="Sequence"/>. -1 represents the
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/// <see cref="Sequence.SetupIndex"/>.
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/// </summary>
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public int SequenceIndex { get { return sequenceIndex; } set { sequenceIndex = value; } }
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/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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/// <para />
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/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
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public ExposedList<float> Deform {
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get {
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return deform;
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}
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}
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}
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}
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