WXMC/proj/unity/Assets/Spine/Runtime/spine-csharp/SkeletonData.cs
2024-12-04 16:18:46 +08:00

231 lines
10 KiB
C#

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