/****************************************************************************** * 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; using System.Text; namespace Spine { public class Sequence { static int nextID = 0; static readonly Object nextIdLock = new Object(); internal readonly int id; internal readonly TextureRegion[] regions; internal int start, digits, setupIndex; public int Start { get { return start; } set { start = value; } } public int Digits { get { return digits; } set { digits = value; } } /// The index of the region to show for the setup pose. public int SetupIndex { get { return setupIndex; } set { setupIndex = value; } } public TextureRegion[] Regions { get { return regions; } } /// Returns a unique ID for this attachment. public int Id { get { return id; } } public Sequence (int count) { lock (Sequence.nextIdLock) { id = Sequence.nextID++; } regions = new TextureRegion[count]; } /// Copy constructor. public Sequence (Sequence other) { lock (Sequence.nextIdLock) { id = Sequence.nextID++; } regions = new TextureRegion[other.regions.Length]; Array.Copy(other.regions, 0, regions, 0, regions.Length); start = other.start; digits = other.digits; setupIndex = other.setupIndex; } public void Apply (Slot slot, IHasTextureRegion attachment) { int index = slot.SequenceIndex; if (index == -1) index = setupIndex; if (index >= regions.Length) index = regions.Length - 1; TextureRegion region = regions[index]; if (attachment.Region != region) { attachment.Region = region; attachment.UpdateRegion(); } } public string GetPath (string basePath, int index) { StringBuilder buffer = new StringBuilder(basePath.Length + digits); buffer.Append(basePath); string frame = (start + index).ToString(); for (int i = digits - frame.Length; i > 0; i--) buffer.Append('0'); buffer.Append(frame); return buffer.ToString(); } } public enum SequenceMode { Hold, Once, Loop, Pingpong, OnceReverse, LoopReverse, PingpongReverse } }