_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/Attachments/Sequence.cs
2024-11-12 14:06:34 +08:00

96 lines
3.6 KiB
C#

/******************************************************************************
* 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; } }
/// <summary>The index of the region to show for the setup pose.</summary>
public int SetupIndex { get { return setupIndex; } set { setupIndex = value; } }
public TextureRegion[] Regions { get { return regions; } }
/// <summary>Returns a unique ID for this attachment.</summary>
public int Id { get { return id; } }
public Sequence (int count) {
lock (Sequence.nextIdLock) {
id = Sequence.nextID++;
}
regions = new TextureRegion[count];
}
/// <summary>Copy constructor.</summary>
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
}
}