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AIC-Project/Client/Assets/Spine/Runtime/spine-csharp/Posed.cs
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2026-07-10 10:24:29 +08:00

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C#

/******************************************************************************
* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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*****************************************************************************/
using System;
namespace Spine {
internal interface IPosedInternal {
// replaces "object.pose == object.appliedPose" of reference implementation.
bool PoseEqualsApplied { get; }
// replaces "object.appliedPose = object.pose" of reference implementation.
void Unconstrained ();
// replaces "object.appliedPose = object.constrainedPose" of reference implementation.
void Constrained ();
// replaces "object.appliedPose.Set(object.pose)" of reference implementation.
void ResetConstrained ();
}
public interface IPosed {
void SetupPose ();
}
/// <summary>The base class for an object with a number of poses:
/// <list type="bullet">
/// <item><see cref="Data"/>: The setup pose.</item>
/// <item><see cref="Pose"/>: The unconstrained pose. Set by animations and application code.</item>
/// <item><see cref="AppliedPose"/>: The pose to use for rendering. Possibly modified by constraints.</item>
/// </list>
/// </summary>
public class Posed<D, P> : IPosed, IPosedInternal
where D : PosedData<P>
where P : IPose<P> {
internal readonly D data;
internal readonly P pose, constrainedPose;
internal P appliedPose;
protected Posed (D data, P pose, P constrainedPose) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
this.pose = pose;
this.constrainedPose = constrainedPose;
appliedPose = pose;
}
/// <summary>Sets the unconstrained pose to the setup pose.</summary>
public virtual void SetupPose () {
pose.Set(data.setupPose);
}
bool IPosedInternal.PoseEqualsApplied {
get { return (object)pose == (object)appliedPose; }
}
void IPosedInternal.Unconstrained () {
appliedPose = pose;
}
void IPosedInternal.Constrained () {
appliedPose = constrainedPose;
}
void IPosedInternal.ResetConstrained () {
appliedPose.Set(pose);
}
/// <summary>The setup pose data. May be shared with multiple instances.</summary>
public D Data { get { return data; } }
/// <summary>The unconstrained pose for this object, set by animations and application code.</summary>
public P Pose { get { return pose; } }
/// <summary>The pose to use for rendering. If no constraints modify this pose, this is the same as <see cref="Pose"/>. Otherwise it is a
/// copy of <see cref="Pose"/> modified by constraints.</summary>
public P AppliedPose { get { return appliedPose; } }
override public string ToString () {
return data.name;
}
}
}