96 lines
3.6 KiB
C#
96 lines
3.6 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Text;
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namespace Spine {
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public class Sequence {
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static int nextID = 0;
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static readonly Object nextIdLock = new Object();
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internal readonly int id;
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internal readonly TextureRegion[] regions;
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internal int start, digits, setupIndex;
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public int Start { get { return start; } set { start = value; } }
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public int Digits { get { return digits; } set { digits = value; } }
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/// <summary>The index of the region to show for the setup pose.</summary>
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public int SetupIndex { get { return setupIndex; } set { setupIndex = value; } }
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public TextureRegion[] Regions { get { return regions; } }
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/// <summary>Returns a unique ID for this attachment.</summary>
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public int Id { get { return id; } }
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public Sequence (int count) {
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lock (Sequence.nextIdLock) {
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id = Sequence.nextID++;
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}
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regions = new TextureRegion[count];
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}
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/// <summary>Copy constructor.</summary>
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public Sequence (Sequence other) {
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lock (Sequence.nextIdLock) {
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id = Sequence.nextID++;
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}
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regions = new TextureRegion[other.regions.Length];
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Array.Copy(other.regions, 0, regions, 0, regions.Length);
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start = other.start;
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digits = other.digits;
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setupIndex = other.setupIndex;
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}
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public void Apply (Slot slot, IHasTextureRegion attachment) {
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int index = slot.SequenceIndex;
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if (index == -1) index = setupIndex;
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if (index >= regions.Length) index = regions.Length - 1;
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TextureRegion region = regions[index];
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if (attachment.Region != region) {
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attachment.Region = region;
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attachment.UpdateRegion();
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}
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}
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public string GetPath (string basePath, int index) {
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StringBuilder buffer = new StringBuilder(basePath.Length + digits);
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buffer.Append(basePath);
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string frame = (start + index).ToString();
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for (int i = digits - frame.Length; i > 0; i--)
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buffer.Append('0');
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buffer.Append(frame);
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return buffer.ToString();
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}
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}
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public enum SequenceMode {
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Hold, Once, Loop, Pingpong, OnceReverse, LoopReverse, PingpongReverse
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}
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}
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