/****************************************************************************** * 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 { /// Stores the setup pose and all of the stateless data for a skeleton. public class SkeletonData { internal string name; internal ExposedList bones = new ExposedList(); // Ordered parents first internal ExposedList slots = new ExposedList(); // Setup pose draw order. internal ExposedList skins = new ExposedList(); internal Skin defaultSkin; internal ExposedList events = new ExposedList(); internal ExposedList animations = new ExposedList(); internal ExposedList ikConstraints = new ExposedList(); internal ExposedList transformConstraints = new ExposedList(); internal ExposedList pathConstraints = new ExposedList(); internal float width, height; internal string version, hash; // Nonessential. internal float fps; internal string imagesPath; public string Name { get { return name; } set { name = value; } } /// The skeleton's bones, sorted parent first. The root bone is always the first bone. public ExposedList Bones { get { return bones; } } public ExposedList Slots { get { return slots; } } /// All skins, including the default skin. public ExposedList Skins { get { return skins; } set { skins = value; } } /// /// The skeleton's default skin. /// By default this skin contains all attachments that were not in a skin in Spine. /// /// May be null. public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } } public ExposedList Events { get { return events; } set { events = value; } } public ExposedList Animations { get { return animations; } set { animations = value; } } public ExposedList IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } } public ExposedList TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } } public ExposedList PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } } public float Width { get { return width; } set { width = value; } } public float Height { get { return height; } set { height = value; } } /// The Spine version used to export this data, or null. public string Version { get { return version; } set { version = value; } } public string Hash { get { return hash; } set { hash = value; } } public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } } /// /// The dopesheet FPS in Spine. Available only when nonessential data was exported. public float Fps { get { return fps; } set { fps = value; } } // --- Bones. /// /// 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. /// May be null. public BoneData FindBone (string boneName) { if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null."); var bones = this.bones; var bonesItems = bones.Items; for (int i = 0, n = bones.Count; i < n; i++) { BoneData bone = bonesItems[i]; if (bone.name == boneName) return bone; } return null; } /// -1 if the bone was not found. public int FindBoneIndex (string boneName) { if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null."); var bones = this.bones; var bonesItems = bones.Items; for (int i = 0, n = bones.Count; i < n; i++) if (bonesItems[i].name == boneName) return i; return -1; } // --- Slots. /// May be null. public SlotData FindSlot (string slotName) { if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null."); ExposedList slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) { SlotData slot = slots.Items[i]; if (slot.name == slotName) return slot; } return null; } /// -1 if the slot was not found. public int FindSlotIndex (string slotName) { if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null."); ExposedList slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) if (slots.Items[i].name == slotName) return i; return -1; } // --- Skins. /// May be null. 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. /// May be null. 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. /// May be null. public Animation FindAnimation (string animationName) { if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null."); ExposedList animations = this.animations; for (int i = 0, n = animations.Count; i < n; i++) { Animation animation = animations.Items[i]; if (animation.name == animationName) return animation; } return null; } // --- IK constraints. /// May be null. public IkConstraintData FindIkConstraint (string constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); ExposedList ikConstraints = this.ikConstraints; for (int i = 0, n = ikConstraints.Count; i < n; i++) { IkConstraintData ikConstraint = ikConstraints.Items[i]; if (ikConstraint.name == constraintName) return ikConstraint; } return null; } // --- Transform constraints. /// May be null. public TransformConstraintData FindTransformConstraint (string constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); ExposedList transformConstraints = this.transformConstraints; for (int i = 0, n = transformConstraints.Count; i < n; i++) { TransformConstraintData transformConstraint = transformConstraints.Items[i]; if (transformConstraint.name == constraintName) return transformConstraint; } return null; } // --- Path constraints. /// May be null. public PathConstraintData FindPathConstraint (string constraintName) { if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null."); ExposedList pathConstraints = this.pathConstraints; for (int i = 0, n = pathConstraints.Count; i < n; i++) { PathConstraintData constraint = pathConstraints.Items[i]; if (constraint.name.Equals(constraintName)) return constraint; } return null; } /// -1 if the path constraint was not found. public int FindPathConstraintIndex (string pathConstraintName) { if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null."); ExposedList pathConstraints = this.pathConstraints; for (int i = 0, n = pathConstraints.Count; i < n; i++) if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i; return -1; } // --- override public string ToString () { return name ?? base.ToString(); } } }