/****************************************************************************** * 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 { public class TransformConstraintData : ConstraintData { internal ExposedList bones = new ExposedList(); internal BoneData target; internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY; internal float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY; internal bool relative, local; public ExposedList Bones { get { return bones; } } public BoneData Target { get { return target; } set { target = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. public float MixRotate { get { return mixRotate; } set { mixRotate = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. public float MixX { get { return mixX; } set { mixX = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. public float MixY { get { return mixY; } set { mixY = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained scale X. public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y. public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y. public float MixShearY { get { return mixShearY; } set { mixShearY = value; } } public float OffsetRotation { get { return offsetRotation; } set { offsetRotation = value; } } public float OffsetX { get { return offsetX; } set { offsetX = value; } } public float OffsetY { get { return offsetY; } set { offsetY = value; } } public float OffsetScaleX { get { return offsetScaleX; } set { offsetScaleX = value; } } public float OffsetScaleY { get { return offsetScaleY; } set { offsetScaleY = value; } } public float OffsetShearY { get { return offsetShearY; } set { offsetShearY = value; } } public bool Relative { get { return relative; } set { relative = value; } } public bool Local { get { return local; } set { local = value; } } public TransformConstraintData (string name) : base(name) { } } }