FiE-Game/Assets/Spine/SpineCSharp/Skin.cs
2023-07-25 00:52:50 +05:00

125 lines
6.2 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;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores attachments by slot index and attachment name.
/// <para>See SkeletonData <see cref="Spine.SkeletonData.DefaultSkin"/>, Skeleton <see cref="Spine.Skeleton.Skin"/>, and
/// <a href="http://esotericsoftware.com/spine-runtime-skins">Runtime skins</a> in the Spine Runtimes Guide.</para>
/// </summary>
public class Skin {
internal string name;
private Dictionary<AttachmentKeyTuple, Attachment> attachments =
new Dictionary<AttachmentKeyTuple, Attachment>(AttachmentKeyTupleComparer.Instance);
public string Name { get { return name; } }
public Dictionary<AttachmentKeyTuple, Attachment> Attachments { get { return attachments; } }
public Skin (string name) {
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.name = name;
}
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
public void AddAttachment (int slotIndex, string name, Attachment attachment) {
if (attachment == null) throw new ArgumentNullException("attachment", "attachment cannot be null.");
attachments[new AttachmentKeyTuple(slotIndex, name)] = attachment;
}
/// <summary>Returns the attachment for the specified slot index and name, or null.</summary>
/// <returns>May be null.</returns>
public Attachment GetAttachment (int slotIndex, string name) {
Attachment attachment;
attachments.TryGetValue(new AttachmentKeyTuple(slotIndex, name), out attachment);
return attachment;
}
/// <summary>Finds the skin keys for a given slot. The results are added to the passed List(names).</summary>
/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
/// <param name="names">Found skin key names will be added to this list.</param>
public void FindNamesForSlot (int slotIndex, List<string> names) {
if (names == null) throw new ArgumentNullException("names", "names cannot be null.");
foreach (AttachmentKeyTuple key in attachments.Keys)
if (key.slotIndex == slotIndex) names.Add(key.name);
}
/// <summary>Finds the attachments for a given slot. The results are added to the passed List(Attachment).</summary>
/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
/// <param name="attachments">Found Attachments will be added to this list.</param>
public void FindAttachmentsForSlot (int slotIndex, List<Attachment> attachments) {
if (attachments == null) throw new ArgumentNullException("attachments", "attachments cannot be null.");
foreach (KeyValuePair<AttachmentKeyTuple, Attachment> entry in this.attachments)
if (entry.Key.slotIndex == slotIndex) attachments.Add(entry.Value);
}
override public string ToString () {
return name;
}
/// <summary>Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.</summary>
internal void AttachAll (Skeleton skeleton, Skin oldSkin) {
foreach (KeyValuePair<AttachmentKeyTuple, Attachment> entry in oldSkin.attachments) {
int slotIndex = entry.Key.slotIndex;
Slot slot = skeleton.slots.Items[slotIndex];
if (slot.Attachment == entry.Value) {
Attachment attachment = GetAttachment(slotIndex, entry.Key.name);
if (attachment != null) slot.Attachment = attachment;
}
}
}
public struct AttachmentKeyTuple {
public readonly int slotIndex;
public readonly string name;
internal readonly int nameHashCode;
public AttachmentKeyTuple (int slotIndex, string name) {
this.slotIndex = slotIndex;
this.name = name;
nameHashCode = this.name.GetHashCode();
}
}
// Avoids boxing in the dictionary.
class AttachmentKeyTupleComparer : IEqualityComparer<AttachmentKeyTuple> {
internal static readonly AttachmentKeyTupleComparer Instance = new AttachmentKeyTupleComparer();
bool IEqualityComparer<AttachmentKeyTuple>.Equals (AttachmentKeyTuple o1, AttachmentKeyTuple o2) {
return o1.slotIndex == o2.slotIndex && o1.nameHashCode == o2.nameHashCode && string.Equals(o1.name, o2.name, StringComparison.Ordinal);
}
int IEqualityComparer<AttachmentKeyTuple>.GetHashCode (AttachmentKeyTuple o) {
return o.slotIndex;
}
}
}
}