/****************************************************************************** * 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. *****************************************************************************/ using System; namespace Spine { /// The base class for all attachments. Multiple instances, slots, or skins can use the same /// attachments. abstract public class Attachment { static private readonly int[] Empty = new int[0]; internal Attachment timelineAttachment; internal int[] timelineSlots = Empty; /// The attachment's name. public string Name { get; } /// Timelines for the timeline attachment are also applied to this attachment. /// May be null if no attachment-specific timelines should be applied. public Attachment TimelineAttachment { get { return timelineAttachment; } set { timelineAttachment = value; } } /// /// Slots that can have attachments whose is this attachment. /// public int[] TimelineSlots { get { return timelineSlots; } set { timelineSlots = value; } } protected Attachment (string name) { if (name == null) throw new ArgumentNullException("name", "name cannot be null"); this.Name = name; timelineAttachment = this; } /// Copy constructor. protected Attachment (Attachment other) { Name = other.Name; timelineAttachment = other.timelineAttachment; timelineSlots = other.timelineSlots; } /// /// Returns true if the slotIndex or any have an attachment whose is /// this attachment. /// /// The . /// The timeline's primary slot index. public bool IsTimelineActive (Slot[] slots, int slotIndex, bool appliedPose) { Slot slot = slots[slotIndex]; if (slot.Bone.Active) { Attachment other = (appliedPose ? slot.AppliedPose : slot.Pose).Attachment; if (other != null && other.timelineAttachment == this) return true; } for (int i = 0, n = timelineSlots.Length; i < n; i++) { slot = slots[timelineSlots[i]]; if (!slot.Bone.Active) continue; Attachment other = (appliedPose ? slot.AppliedPose : slot.Pose).Attachment; if (other != null && other.timelineAttachment == this) return true; } return false; } override public string ToString () { return Name; } /// Returns a copy of the attachment. public abstract Attachment Copy (); } }