/****************************************************************************** * 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 { /// /// An that configures attachments using texture regions from an . /// See Loading Skeleton Data in the Spine Runtimes Guide. /// public class AtlasAttachmentLoader : AttachmentLoader { private Atlas[] atlasArray; /// If true, may return null. If false, an error is raised if the texture region is not /// found. Default is false. public bool allowMissingRegions; public AtlasAttachmentLoader (params Atlas[] atlasArray) : this(false, atlasArray) { } public AtlasAttachmentLoader (bool allowMissingRegions, params Atlas[] atlasArray) { if (atlasArray == null) throw new ArgumentNullException("atlas", "atlas array cannot be null."); this.atlasArray = atlasArray; this.allowMissingRegions = allowMissingRegions; } /// Sets each by calling for each texture region using /// . protected void FindRegions (string name, string basePath, Sequence sequence) { TextureRegion[] regions = sequence.Regions; for (int i = 0, n = regions.Length; i < n; i++) { regions[i] = FindRegion(name, sequence.GetPath(basePath, i)); } } /// Looks for the region with the specified path. If not found and is false, an error is /// raised. protected AtlasRegion FindRegion (string name, string path) { for (int i = 0; i < atlasArray.Length; i++) { AtlasRegion region = atlasArray[i].FindRegion(path); if (region != null) return region; } if (!allowMissingRegions) throw new ArgumentException(string.Format("Region not found in atlas: {0} (attachment: {1})", path, name)); return null; } public RegionAttachment NewRegionAttachment (Skin skin, string placeholder, string name, string path, Sequence sequence) { FindRegions(name, path, sequence); return new RegionAttachment(name, sequence); } public MeshAttachment NewMeshAttachment (Skin skin, string placeholder, string name, string path, Sequence sequence) { FindRegions(name, path, sequence); return new MeshAttachment(name, sequence); } public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string placeholder, string name) { return new BoundingBoxAttachment(name); } public PathAttachment NewPathAttachment (Skin skin, string placeholder, string name) { return new PathAttachment(name); } public PointAttachment NewPointAttachment (Skin skin, string placeholder, string name) { return new PointAttachment(name); } public ClippingAttachment NewClippingAttachment (Skin skin, string placeholder, string name) { return new ClippingAttachment(name); } } }