231 lines
10 KiB
C#
231 lines
10 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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>Stores the setup pose and all of the stateless data for a skeleton.</summary>
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public class SkeletonData {
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internal string name;
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); // Ordered parents first
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internal ExposedList<SlotData> slots = new ExposedList<SlotData>(); // Setup pose draw order.
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internal ExposedList<Skin> skins = new ExposedList<Skin>();
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internal Skin defaultSkin;
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internal ExposedList<EventData> events = new ExposedList<EventData>();
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internal ExposedList<Animation> animations = new ExposedList<Animation>();
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internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
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internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
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internal ExposedList<PathConstraintData> pathConstraints = new ExposedList<PathConstraintData>();
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internal float x , y, width, height;
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internal string version, hash;
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// Nonessential.
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internal float fps;
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internal string imagesPath, audioPath;
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public string Name { get { return name; } set { name = value; } }
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/// <summary>The skeleton's bones, sorted parent first. The root bone is always the first bone.</summary>
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public ExposedList<BoneData> Bones { get { return bones; } }
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public ExposedList<SlotData> Slots { get { return slots; } }
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/// <summary>All skins, including the default skin.</summary>
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public ExposedList<Skin> Skins { get { return skins; } set { skins = value; } }
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/// <summary>
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/// The skeleton's default skin.
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/// By default this skin contains all attachments that were not in a skin in Spine.
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/// </summary>
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/// <return>May be null.</return>
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public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
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public ExposedList<EventData> Events { get { return events; } set { events = value; } }
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public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
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public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
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public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
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public ExposedList<PathConstraintData> PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Width { get { return width; } set { width = value; } }
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public float Height { get { return height; } set { height = value; } }
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/// <summary>The Spine version used to export this data, or null.</summary>
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public string Version { get { return version; } set { version = value; } }
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public string Hash { get { return hash; } set { hash = value; } }
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/// <summary>The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null</summary>
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public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
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/// <summary>The path to the audio directory defined in Spine. Available only when nonessential data was exported. May be null.</summary>
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public string AudioPath { get { return audioPath; } set { audioPath = value; } }
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/// <summary>
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/// The dopesheet FPS in Spine. Available only when nonessential data was exported.</summary>
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public float Fps { get { return fps; } set { fps = value; } }
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// --- Bones.
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/// <summary>
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/// Finds a bone by comparing each bone's name.
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/// It is more efficient to cache the results of this method than to call it multiple times.</summary>
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/// <returns>May be null.</returns>
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public BoneData FindBone (string boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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BoneData bone = bonesItems[i];
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if (bone.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (string boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bonesItems[i].name == boneName) return i;
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return -1;
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}
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// --- Slots.
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/// <returns>May be null.</returns>
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public SlotData FindSlot (string slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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SlotData slot = slots.Items[i];
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if (slot.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the slot was not found.</returns>
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public int FindSlotIndex (string slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots.Items[i].name == slotName) return i;
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return -1;
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}
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// --- Skins.
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/// <returns>May be null.</returns>
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public Skin FindSkin (string skinName) {
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if (skinName == null) throw new ArgumentNullException("skinName", "skinName cannot be null.");
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foreach (Skin skin in skins)
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if (skin.name == skinName) return skin;
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return null;
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}
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// --- Events.
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/// <returns>May be null.</returns>
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public EventData FindEvent (string eventDataName) {
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if (eventDataName == null) throw new ArgumentNullException("eventDataName", "eventDataName cannot be null.");
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foreach (EventData eventData in events)
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if (eventData.name == eventDataName) return eventData;
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return null;
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}
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// --- Animations.
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/// <returns>May be null.</returns>
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public Animation FindAnimation (string animationName) {
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if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null.");
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ExposedList<Animation> animations = this.animations;
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for (int i = 0, n = animations.Count; i < n; i++) {
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Animation animation = animations.Items[i];
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if (animation.name == animationName) return animation;
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}
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return null;
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}
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// --- IK constraints.
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/// <returns>May be null.</returns>
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public IkConstraintData FindIkConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<IkConstraintData> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraintData ikConstraint = ikConstraints.Items[i];
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if (ikConstraint.name == constraintName) return ikConstraint;
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}
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return null;
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}
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// --- Transform constraints.
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/// <returns>May be null.</returns>
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public TransformConstraintData FindTransformConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<TransformConstraintData> transformConstraints = this.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraintData transformConstraint = transformConstraints.Items[i];
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if (transformConstraint.name == constraintName) return transformConstraint;
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}
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return null;
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}
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// --- Path constraints.
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/// <returns>May be null.</returns>
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public PathConstraintData FindPathConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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PathConstraintData constraint = pathConstraints.Items[i];
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if (constraint.name.Equals(constraintName)) return constraint;
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}
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return null;
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}
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/// <returns>-1 if the path constraint was not found.</returns>
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public int FindPathConstraintIndex (string pathConstraintName) {
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if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
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ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++)
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if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i;
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return -1;
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}
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// ---
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override public string ToString () {
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return name ?? base.ToString();
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}
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}
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}
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