/******************************************************************************
* 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 ();
}
}