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

241 lines
11 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,
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
/// <summary>Stores the setup pose and all of the stateless data for a skeleton.</summary>
public class SkeletonData {
internal string name;
internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); // Ordered parents first
internal ExposedList<SlotData> slots = new ExposedList<SlotData>(); // Setup pose draw order.
internal ExposedList<Skin> skins = new ExposedList<Skin>();
internal Skin defaultSkin;
internal ExposedList<EventData> events = new ExposedList<EventData>();
internal ExposedList<Animation> animations = new ExposedList<Animation>();
internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
internal ExposedList<PathConstraintData> pathConstraints = new ExposedList<PathConstraintData>();
internal ExposedList<PhysicsConstraintData> physicsConstraints = new ExposedList<PhysicsConstraintData>();
internal float x, y, width, height, referenceScale = 100;
internal string version, hash;
// Nonessential.
internal float fps;
internal string imagesPath, audioPath;
/// <summary>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.</summary>
public string Name { get { return name; } set { name = value; } }
/// <summary>The skeleton's bones, sorted parent first. The root bone is always the first bone.</summary>
public ExposedList<BoneData> Bones { get { return bones; } }
/// <summary>The skeleton's slots in the setup pose draw order.</summary>
public ExposedList<SlotData> Slots { get { return slots; } }
/// <summary>All skins, including the default skin.</summary>
public ExposedList<Skin> Skins { get { return skins; } set { skins = value; } }
/// <summary>
/// The skeleton's default skin.
/// By default this skin contains all attachments that were not in a skin in Spine.
/// </summary>
/// <return>May be null.</return>
public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
/// <summary>The skeleton's events.</summary>
public ExposedList<EventData> Events { get { return events; } set { events = value; } }
/// <summary>The skeleton's animations.</summary>
public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
/// <summary>The skeleton's IK constraints.</summary>
public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
/// <summary>The skeleton's transform constraints.</summary>
public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
/// <summary>The skeleton's path constraints.</summary>
public ExposedList<PathConstraintData> PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
/// <summary>The skeleton's physics constraints.</summary>
public ExposedList<PhysicsConstraintData> 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; } }
/// <summary> Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default
/// is 100.</summary>
public float ReferenceScale { get { return referenceScale; } set { referenceScale = value; } }
/// <summary>The Spine version used to export this data, or null.</summary>
public string Version { get { return version; } set { version = value; } }
/// <summary>The skeleton data hash. This value will change if any of the skeleton data has changed.
/// May be null.</summary>
public string Hash { get { return hash; } set { hash = value; } }
public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
/// <summary> The path to the audio directory as defined in Spine. Available only when nonessential data was exported.
/// May be null.</summary>
public string AudioPath { get { return audioPath; } set { audioPath = value; } }
/// <summary>The dopesheet FPS in Spine, or zero if nonessential data was not exported.</summary>
public float Fps { get { return fps; } set { fps = value; } }
// --- Bones
/// <summary>
/// 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.</summary>
/// <returns>May be null.</returns>
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
/// <returns>May be null.</returns>
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
/// <returns>May be null.</returns>
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
/// <returns>May be null.</returns>
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
/// <returns>May be null.</returns>
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
/// <returns>May be null.</returns>
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
/// <returns>May be null.</returns>
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
/// <summary>
/// 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.
/// </summary>
/// <returns>May be null.</returns>
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
/// <summary>
/// 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.
/// </summary>
/// <returns>May be null.</returns>
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();
}
}
}