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