mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 06:58:00 +01:00
541 lines
21 KiB
C#
541 lines
21 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class Skeleton {
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internal SkeletonData data;
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internal ExposedList<Bone> bones;
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internal ExposedList<Slot> slots;
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internal ExposedList<Slot> drawOrder;
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internal ExposedList<IkConstraint> ikConstraints;
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internal ExposedList<TransformConstraint> transformConstraints;
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internal ExposedList<PathConstraint> pathConstraints;
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internal ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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internal ExposedList<Bone> updateCacheReset = new ExposedList<Bone>();
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal bool flipX, flipY;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public ExposedList<IUpdatable> UpdateCacheList { get { return updateCache; } }
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public ExposedList<Slot> Slots { get { return slots; } }
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public ExposedList<Slot> DrawOrder { get { return drawOrder; } }
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public ExposedList<IkConstraint> IkConstraints { get { return ikConstraints; } }
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public ExposedList<PathConstraint> PathConstraints { get { return pathConstraints; } }
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public ExposedList<TransformConstraint> TransformConstraints { get { return transformConstraints; } }
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public Skin Skin { get { return skin; } set { skin = value; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public float Time { get { return time; } set { time = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = value; } }
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public Bone RootBone {
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get { return bones.Count == 0 ? null : bones.Items[0]; }
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}
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public Skeleton (SkeletonData data) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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this.data = data;
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bones = new ExposedList<Bone>(data.bones.Count);
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foreach (BoneData boneData in data.bones) {
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Bone bone;
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if (boneData.parent == null) {
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bone = new Bone(boneData, this, null);
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} else {
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Bone parent = bones.Items[boneData.parent.index];
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bone = new Bone(boneData, this, parent);
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parent.children.Add(bone);
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}
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bones.Add(bone);
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}
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slots = new ExposedList<Slot>(data.slots.Count);
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drawOrder = new ExposedList<Slot>(data.slots.Count);
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foreach (SlotData slotData in data.slots) {
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Bone bone = bones.Items[slotData.boneData.index];
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Slot slot = new Slot(slotData, bone);
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slots.Add(slot);
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drawOrder.Add(slot);
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}
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ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
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foreach (IkConstraintData ikConstraintData in data.ikConstraints)
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ikConstraints.Add(new IkConstraint(ikConstraintData, this));
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transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
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foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
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transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
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pathConstraints = new ExposedList<PathConstraint> (data.pathConstraints.Count);
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foreach (PathConstraintData pathConstraintData in data.pathConstraints)
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pathConstraints.Add(new PathConstraint(pathConstraintData, this));
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UpdateCache();
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UpdateWorldTransform();
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}
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/// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
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/// or removed.</summary>
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public void UpdateCache () {
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ExposedList<IUpdatable> updateCache = this.updateCache;
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updateCache.Clear();
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this.updateCacheReset.Clear();
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ExposedList<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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bones.Items[i].sorted = false;
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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var transformConstraints = this.transformConstraints;
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var pathConstraints = this.pathConstraints;
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int ikCount = IkConstraints.Count, transformCount = transformConstraints.Count, pathCount = pathConstraints.Count;
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int constraintCount = ikCount + transformCount + pathCount;
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//outer:
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for (int i = 0; i < constraintCount; i++) {
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for (int ii = 0; ii < ikCount; ii++) {
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IkConstraint constraint = ikConstraints.Items[ii];
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if (constraint.data.order == i) {
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SortIkConstraint(constraint);
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goto continue_outer; //continue outer;
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}
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}
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for (int ii = 0; ii < transformCount; ii++) {
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TransformConstraint constraint = transformConstraints.Items[ii];
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if (constraint.data.order == i) {
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SortTransformConstraint(constraint);
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goto continue_outer; //continue outer;
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}
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}
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for (int ii = 0; ii < pathCount; ii++) {
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PathConstraint constraint = pathConstraints.Items[ii];
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if (constraint.data.order == i) {
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SortPathConstraint(constraint);
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goto continue_outer; //continue outer;
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}
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}
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continue_outer: {}
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}
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for (int i = 0, n = bones.Count; i < n; i++)
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SortBone(bones.Items[i]);
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}
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private void SortIkConstraint (IkConstraint constraint) {
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Bone target = constraint.target;
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SortBone(target);
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var constrained = constraint.bones;
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Bone parent = constrained.Items[0];
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SortBone(parent);
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if (constrained.Count > 1) {
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Bone child = constrained.Items[constrained.Count - 1];
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if (!updateCache.Contains(child))
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updateCacheReset.Add(child);
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}
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updateCache.Add(constraint);
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SortReset(parent.children);
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constrained.Items[constrained.Count - 1].sorted = true;
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}
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private void SortPathConstraint (PathConstraint constraint) {
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Slot slot = constraint.target;
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int slotIndex = slot.data.index;
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Bone slotBone = slot.bone;
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if (skin != null) SortPathConstraintAttachment(skin, slotIndex, slotBone);
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if (data.defaultSkin != null && data.defaultSkin != skin)
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SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
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for (int ii = 0, nn = data.skins.Count; ii < nn; ii++)
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SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone);
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Attachment attachment = slot.attachment;
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if (attachment is PathAttachment) SortPathConstraintAttachment(attachment, slotBone);
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var constrained = constraint.bones;
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int boneCount = constrained.Count;
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for (int i = 0; i < boneCount; i++)
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SortBone(constrained.Items[i]);
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updateCache.Add(constraint);
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for (int i = 0; i < boneCount; i++)
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SortReset(constrained.Items[i].children);
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for (int i = 0; i < boneCount; i++)
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constrained.Items[i].sorted = true;
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}
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private void SortTransformConstraint (TransformConstraint constraint) {
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SortBone(constraint.target);
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var constrained = constraint.bones;
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int boneCount = constrained.Count;
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if (constraint.data.local) {
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for (int i = 0; i < boneCount; i++) {
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Bone child = constrained.Items[i];
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SortBone(child.parent);
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if (!updateCache.Contains(child)) updateCacheReset.Add(child);
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}
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} else {
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for (int i = 0; i < boneCount; i++)
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SortBone(constrained.Items[i]);
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}
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updateCache.Add(constraint);
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for (int i = 0; i < boneCount; i++)
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SortReset(constrained.Items[i].children);
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for (int i = 0; i < boneCount; i++)
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constrained.Items[i].sorted = true;
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}
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private void SortPathConstraintAttachment (Skin skin, int slotIndex, Bone slotBone) {
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foreach (var entry in skin.Attachments)
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if (entry.Key.slotIndex == slotIndex) SortPathConstraintAttachment(entry.Value, slotBone);
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}
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private void SortPathConstraintAttachment (Attachment attachment, Bone slotBone) {
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if (!(attachment is PathAttachment)) return;
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int[] pathBones = ((PathAttachment)attachment).bones;
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if (pathBones == null)
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SortBone(slotBone);
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else {
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var bones = this.bones;
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for (int i = 0, n = pathBones.Length; i < n;) {
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int nn = pathBones[i++];
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nn += i;
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while (i < nn)
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SortBone(bones.Items[pathBones[i++]]);
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}
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}
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}
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private void SortBone (Bone bone) {
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if (bone.sorted) return;
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Bone parent = bone.parent;
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if (parent != null) SortBone(parent);
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bone.sorted = true;
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updateCache.Add(bone);
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}
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private static void SortReset (ExposedList<Bone> bones) {
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bonesItems[i];
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if (bone.sorted) SortReset(bone.children);
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bone.sorted = false;
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}
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}
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/// <summary>Updates the world transform for each bone and applies constraints.</summary>
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public void UpdateWorldTransform () {
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var updateCacheReset = this.updateCacheReset;
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var updateCacheResetItems = updateCacheReset.Items;
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for (int i = 0, n = updateCacheReset.Count; i < n; i++) {
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Bone bone = updateCacheResetItems[i];
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bone.ax = bone.x;
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bone.ay = bone.y;
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bone.arotation = bone.rotation;
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bone.ascaleX = bone.scaleX;
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bone.ascaleY = bone.scaleY;
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bone.ashearX = bone.shearX;
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bone.ashearY = bone.shearY;
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bone.appliedValid = true;
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}
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var updateItems = this.updateCache.Items;
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for (int i = 0, n = updateCache.Count; i < n; i++)
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updateItems[i].Update();
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}
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/// <summary>Sets the bones, constraints, and slots to their setup pose values.</summary>
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public void SetToSetupPose () {
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SetBonesToSetupPose();
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SetSlotsToSetupPose();
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}
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/// <summary>Sets the bones and constraints to their setup pose values.</summary>
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public void SetBonesToSetupPose () {
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var bonesItems = this.bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++)
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bonesItems[i].SetToSetupPose();
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var ikConstraintsItems = this.ikConstraints.Items;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint constraint = ikConstraintsItems[i];
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.mix = constraint.data.mix;
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}
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var transformConstraintsItems = this.transformConstraints.Items;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraint constraint = transformConstraintsItems[i];
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TransformConstraintData constraintData = constraint.data;
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constraint.rotateMix = constraintData.rotateMix;
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constraint.translateMix = constraintData.translateMix;
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constraint.scaleMix = constraintData.scaleMix;
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constraint.shearMix = constraintData.shearMix;
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}
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var pathConstraintItems = this.pathConstraints.Items;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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PathConstraint constraint = pathConstraintItems[i];
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PathConstraintData constraintData = constraint.data;
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constraint.position = constraintData.position;
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constraint.spacing = constraintData.spacing;
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constraint.rotateMix = constraintData.rotateMix;
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constraint.translateMix = constraintData.translateMix;
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}
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}
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public void SetSlotsToSetupPose () {
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var slots = this.slots;
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var slotsItems = slots.Items;
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drawOrder.Clear();
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for (int i = 0, n = slots.Count; i < n; i++)
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drawOrder.Add(slotsItems[i]);
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for (int i = 0, n = slots.Count; i < n; i++)
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slotsItems[i].SetToSetupPose();
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}
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/// <returns>May be null.</returns>
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public Bone FindBone (string boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bonesItems[i];
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if (bone.data.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (string boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bonesItems[i].data.name == boneName) return i;
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return -1;
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}
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/// <returns>May be null.</returns>
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public Slot FindSlot (string slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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var slots = this.slots;
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var slotsItems = slots.Items;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slotsItems[i];
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if (slot.data.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindSlotIndex (string slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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var slots = this.slots;
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var slotsItems = slots.Items;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slotsItems[i].data.name.Equals(slotName)) return i;
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return -1;
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}
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/// <summary>Sets a skin by name (see SetSkin).</summary>
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public void SetSkin (string skinName) {
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Skin foundSkin = data.FindSkin(skinName);
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if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");
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SetSkin(foundSkin);
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}
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/// <summary>
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/// <para>Attachments from the new skin are attached if the corresponding attachment from the old skin was attached.
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/// If there was no old skin, each slot's setup mode attachment is attached from the new skin.</para>
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/// <para>After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
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/// <see cref="Skeleton.SetSlotsToSetupPose()"/>.
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/// Also, often <see cref="AnimationState.Apply(Skeleton)"/> is called before the next time the
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/// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.</para>
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/// </summary>
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/// <param name="newSkin">May be null.</param>
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public void SetSkin (Skin newSkin) {
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if (newSkin != null) {
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if (skin != null)
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newSkin.AttachAll(this, skin);
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else {
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ExposedList<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots.Items[i];
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string name = slot.data.attachmentName;
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if (name != null) {
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Attachment attachment = newSkin.GetAttachment(i, name);
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if (attachment != null) slot.Attachment = attachment;
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}
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}
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}
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}
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skin = newSkin;
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}
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (string slotName, string attachmentName) {
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return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
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}
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (int slotIndex, string attachmentName) {
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if (attachmentName == null) throw new ArgumentNullException("attachmentName", "attachmentName cannot be null.");
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if (skin != null) {
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Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
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if (attachment != null) return attachment;
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}
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return data.defaultSkin != null ? data.defaultSkin.GetAttachment(slotIndex, attachmentName) : null;
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}
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/// <param name="attachmentName">May be null.</param>
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public void SetAttachment (string slotName, string attachmentName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots.Items[i];
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if (slot.data.name == slotName) {
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Attachment attachment = null;
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if (attachmentName != null) {
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attachment = GetAttachment(i, attachmentName);
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if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName);
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}
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slot.Attachment = attachment;
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return;
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}
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}
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throw new Exception("Slot not found: " + slotName);
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}
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/// <returns>May be null.</returns>
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public IkConstraint FindIkConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint ikConstraint = ikConstraints.Items[i];
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if (ikConstraint.data.name == constraintName) return ikConstraint;
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}
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return null;
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}
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/// <returns>May be null.</returns>
|
|
public TransformConstraint FindTransformConstraint (string constraintName) {
|
|
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
|
ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
|
|
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraint transformConstraint = transformConstraints.Items[i];
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|
if (transformConstraint.data.name == constraintName) return transformConstraint;
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|
}
|
|
return null;
|
|
}
|
|
|
|
/// <returns>May be null.</returns>
|
|
public PathConstraint FindPathConstraint (string constraintName) {
|
|
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
|
ExposedList<PathConstraint> pathConstraints = this.pathConstraints;
|
|
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
|
PathConstraint constraint = pathConstraints.Items[i];
|
|
if (constraint.data.name.Equals(constraintName)) return constraint;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public void Update (float delta) {
|
|
time += delta;
|
|
}
|
|
|
|
/// <summary>Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.</summary>
|
|
/// <param name="x">The horizontal distance between the skeleton origin and the left side of the AABB.</param>
|
|
/// <param name="y">The vertical distance between the skeleton origin and the bottom side of the AABB.</param>
|
|
/// <param name="width">The width of the AABB</param>
|
|
/// <param name="height">The height of the AABB.</param>
|
|
/// <param name="vertexBuffer">Reference to hold a float[]. May be a null reference. This method will assign it a new float[] with the appropriate size as needed.</param>
|
|
public void GetBounds (out float x, out float y, out float width, out float height, ref float[] vertexBuffer) {
|
|
float[] temp = vertexBuffer;
|
|
temp = temp ?? new float[8];
|
|
var drawOrderItems = this.drawOrder.Items;
|
|
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
|
|
for (int i = 0, n = this.drawOrder.Count; i < n; i++) {
|
|
Slot slot = drawOrderItems[i];
|
|
int verticesLength = 0;
|
|
float[] vertices = null;
|
|
Attachment attachment = slot.attachment;
|
|
var regionAttachment = attachment as RegionAttachment;
|
|
if (regionAttachment != null) {
|
|
verticesLength = 8;
|
|
vertices = temp;
|
|
if (vertices.Length < 8) vertices = temp = new float[8];
|
|
regionAttachment.ComputeWorldVertices(slot.bone, temp, 0);
|
|
} else {
|
|
var meshAttachment = attachment as MeshAttachment;
|
|
if (meshAttachment != null) {
|
|
MeshAttachment mesh = meshAttachment;
|
|
verticesLength = mesh.WorldVerticesLength;
|
|
vertices = temp;
|
|
if (vertices.Length < verticesLength) vertices = temp = new float[verticesLength];
|
|
mesh.ComputeWorldVertices(slot, 0, verticesLength, temp, 0);
|
|
}
|
|
}
|
|
|
|
if (vertices != null) {
|
|
for (int ii = 0; ii < verticesLength; ii += 2) {
|
|
float vx = vertices[ii], vy = vertices[ii + 1];
|
|
minX = Math.Min(minX, vx);
|
|
minY = Math.Min(minY, vy);
|
|
maxX = Math.Max(maxX, vx);
|
|
maxY = Math.Max(maxY, vy);
|
|
}
|
|
}
|
|
}
|
|
x = minX;
|
|
y = minY;
|
|
width = maxX - minX;
|
|
height = maxY - minY;
|
|
vertexBuffer = temp;
|
|
}
|
|
}
|
|
}
|