/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 { /// Stores the setup pose and all of the stateless data for a skeleton. public class SkeletonData { internal string name; internal ExposedList bones = new ExposedList(); // Ordered parents first internal ExposedList slots = new ExposedList(); // Setup pose draw order. internal ExposedList skins = new ExposedList(); internal Skin defaultSkin; internal ExposedList events = new ExposedList(); internal ExposedList animations = new ExposedList(); internal ExposedList ikConstraints = new ExposedList(); internal ExposedList transformConstraints = new ExposedList(); internal ExposedList pathConstraints = new ExposedList(); internal ExposedList physicsConstraints = new ExposedList(); internal float x, y, width, height, referenceScale = 100; internal string version, hash; // Nonessential. internal float fps; internal string imagesPath, audioPath; /// The skeleton's name, which by default is the name of the skeleton data file when possible, or null when a name hasn't been /// set. public string Name { get { return name; } set { name = value; } } /// The skeleton's bones, sorted parent first. The root bone is always the first bone. public ExposedList Bones { get { return bones; } } /// The skeleton's slots in the setup pose draw order. public ExposedList Slots { get { return slots; } } /// All skins, including the default skin. public ExposedList Skins { get { return skins; } set { skins = value; } } /// /// The skeleton's default skin. /// By default this skin contains all attachments that were not in a skin in Spine. /// /// May be null. public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } } /// The skeleton's events. public ExposedList Events { get { return events; } set { events = value; } } /// The skeleton's animations. public ExposedList Animations { get { return animations; } set { animations = value; } } /// The skeleton's IK constraints. public ExposedList IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } } /// The skeleton's transform constraints. public ExposedList TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } } /// The skeleton's path constraints. public ExposedList PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } } /// The skeleton's physics constraints. public ExposedList PhysicsConstraints { get { return physicsConstraints; } set { physicsConstraints = 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; } } /// Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default /// is 100. public float ReferenceScale { get { return referenceScale; } set { referenceScale = value; } } /// The Spine version used to export this data, or null. public string Version { get { return version; } set { version = value; } } /// The skeleton data hash. This value will change if any of the skeleton data has changed. /// May be null. public string Hash { get { return hash; } set { hash = value; } } public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } } /// The path to the audio directory as defined in Spine. Available only when nonessential data was exported. /// May be null. public string AudioPath { get { return audioPath; } set { audioPath = value; } } /// The dopesheet FPS in Spine, or zero if nonessential data was not exported. public float Fps { get { return fps; } set { fps = value; } } // --- Bones /// /// 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. /// May be null. public BoneData FindBone (string boneName) { if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null."); BoneData[] bones = this.bones.Items; for (int i = 0, n = this.bones.Count; i < n; i++) { BoneData bone = bones[i]; if (bone.name == boneName) return bone; } return null; } // --- Slots /// May be null. public SlotData FindSlot (string slotName) { if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null."); SlotData[] slots = this.slots.Items; for (int i = 0, n = this.slots.Count; i < n; i++) { SlotData slot = slots[i]; if (slot.name == slotName) return slot; } return null; } // --- Skins /// May be null. 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 /// May be null. 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 /// May be null. public Animation FindAnimation (string animationName) { if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null."); Animation[] animations = this.animations.Items; for (int i = 0, n = this.animations.Count; i < n; i++) { Animation animation = animations[i]; if (animation.name == animationName) return animation; } return null; } // --- IK constraints /// May be null. public IkConstraintData FindIkConstraint (string constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); IkConstraintData[] ikConstraints = this.ikConstraints.Items; for (int i = 0, n = this.ikConstraints.Count; i < n; i++) { IkConstraintData ikConstraint = ikConstraints[i]; if (ikConstraint.name == constraintName) return ikConstraint; } return null; } // --- Transform constraints /// May be null. public TransformConstraintData FindTransformConstraint (string constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); TransformConstraintData[] transformConstraints = this.transformConstraints.Items; for (int i = 0, n = this.transformConstraints.Count; i < n; i++) { TransformConstraintData transformConstraint = transformConstraints[i]; if (transformConstraint.name == constraintName) return transformConstraint; } return null; } // --- Path constraints /// /// Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method /// than to call it multiple times. /// /// May be null. public PathConstraintData FindPathConstraint (string constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); PathConstraintData[] pathConstraints = this.pathConstraints.Items; for (int i = 0, n = this.pathConstraints.Count; i < n; i++) { PathConstraintData constraint = pathConstraints[i]; if (constraint.name.Equals(constraintName)) return constraint; } return null; } // --- Physics constraints /// /// Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this /// method than to call it multiple times. /// /// May be null. public PhysicsConstraintData FindPhysicsConstraint (String constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); PhysicsConstraintData[] physicsConstraints = this.physicsConstraints.Items; for (int i = 0, n = this.physicsConstraints.Count; i < n; i++) { PhysicsConstraintData constraint = (PhysicsConstraintData)physicsConstraints[i]; if (constraint.name.Equals(constraintName)) return constraint; } return null; } // --- override public string ToString () { return name ?? base.ToString(); } } }