mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
225 lines
9.7 KiB
C#
225 lines
9.7 KiB
C#
|
/******************************************************************************
|
||
|
* 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 {
|
||
|
|
||
|
/// <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 float width, height;
|
||
|
internal string version, hash;
|
||
|
|
||
|
// Nonessential.
|
||
|
internal float fps;
|
||
|
internal string imagesPath;
|
||
|
|
||
|
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; } }
|
||
|
|
||
|
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; } }
|
||
|
|
||
|
public ExposedList<EventData> Events { get { return events; } set { events = value; } }
|
||
|
public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
|
||
|
public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
|
||
|
public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
|
||
|
public ExposedList<PathConstraintData> 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; } }
|
||
|
/// <summary>The Spine version used to export this data, or null.</summary>
|
||
|
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; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The dopesheet FPS in Spine. Available only when nonessential data was 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.");
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
/// <returns>-1 if the bone was not found.</returns>
|
||
|
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.
|
||
|
|
||
|
/// <returns>May be null.</returns>
|
||
|
public SlotData FindSlot (string slotName) {
|
||
|
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
|
||
|
ExposedList<SlotData> 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;
|
||
|
}
|
||
|
|
||
|
/// <returns>-1 if the slot was not found.</returns>
|
||
|
public int FindSlotIndex (string slotName) {
|
||
|
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
|
||
|
ExposedList<SlotData> slots = this.slots;
|
||
|
for (int i = 0, n = slots.Count; i < n; i++)
|
||
|
if (slots.Items[i].name == slotName) return i;
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
// --- 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.");
|
||
|
ExposedList<Animation> 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.
|
||
|
|
||
|
/// <returns>May be null.</returns>
|
||
|
public IkConstraintData FindIkConstraint (string constraintName) {
|
||
|
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
||
|
ExposedList<IkConstraintData> 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.
|
||
|
|
||
|
/// <returns>May be null.</returns>
|
||
|
public TransformConstraintData FindTransformConstraint (string constraintName) {
|
||
|
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
||
|
ExposedList<TransformConstraintData> 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.
|
||
|
|
||
|
/// <returns>May be null.</returns>
|
||
|
public PathConstraintData FindPathConstraint (string constraintName) {
|
||
|
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
||
|
ExposedList<PathConstraintData> 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;
|
||
|
}
|
||
|
|
||
|
/// <returns>-1 if the path constraint was not found.</returns>
|
||
|
public int FindPathConstraintIndex (string pathConstraintName) {
|
||
|
if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
|
||
|
ExposedList<PathConstraintData> 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();
|
||
|
}
|
||
|
}
|
||
|
}
|