/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { public class Slot { internal SlotData data; internal Bone bone; internal float r, g, b, a; internal float r2, g2, b2; internal bool hasSecondColor; internal Attachment attachment; internal float attachmentTime; internal ExposedList attachmentVertices = new ExposedList(); public SlotData Data { get { return data; } } public Bone Bone { get { return bone; } } public Skeleton Skeleton { get { return bone.skeleton; } } public float R { get { return r; } set { r = value; } } public float G { get { return g; } set { g = value; } } public float B { get { return b; } set { b = value; } } public float A { get { return a; } set { a = value; } } public float R2 { get { return r2; } set { r2 = value; } } public float G2 { get { return g2; } set { g2 = value; } } public float B2 { get { return b2; } set { b2 = value; } } public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } } /// May be null. public Attachment Attachment { get { return attachment; } set { if (attachment == value) return; attachment = value; attachmentTime = bone.skeleton.time; attachmentVertices.Clear(false); } } public float AttachmentTime { get { return bone.skeleton.time - attachmentTime; } set { attachmentTime = bone.skeleton.time - value; } } public ExposedList AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } } public Slot (SlotData data, Bone bone) { if (data == null) throw new ArgumentNullException("data", "data cannot be null."); if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null."); this.data = data; this.bone = bone; SetToSetupPose(); } public void SetToSetupPose () { r = data.r; g = data.g; b = data.b; a = data.a; if (data.attachmentName == null) Attachment = null; else { attachment = null; Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName); } } override public string ToString () { return data.name; } } }