Jelajahi Sumber

Formatting errors to test GH Action.

Mario Zechner 4 tahun lalu
induk
melakukan
1800b23545

+ 1 - 1
spine-c/spine-c/src/spine/Skeleton.c

@@ -52,7 +52,7 @@ typedef struct {
 	_spUpdate *updateCache;
 } _spSkeleton;
 
-spSkeleton *spSkeleton_create(spSkeletonData *data) {
+spSkeleton *spSkeleton_create (spSkeletonData *data) {
 	int i;
 	int *childrenCounts;
 

+ 1 - 1
spine-cpp/spine-cpp/src/spine/Skeleton.cpp

@@ -57,7 +57,7 @@
 
 using namespace spine;
 
-Skeleton::Skeleton(SkeletonData *skeletonData) : _data(skeletonData),
+Skeleton::Skeleton (SkeletonData *skeletonData) : _data(skeletonData),
 												 _skin(NULL),
 												 _color(1, 1, 1, 1),
 												 _time(0),

+ 1 - 1
spine-csharp/src/Skeleton.cs

@@ -31,7 +31,7 @@ using System;
 using System.Collections.Generic;
 
 namespace Spine {
-	public class Skeleton {
+	public class Skeleton{
 		internal SkeletonData data;
 		internal ExposedList<Bone> bones;
 		internal ExposedList<Slot> slots;

+ 1 - 1
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java

@@ -62,7 +62,7 @@ public class Skeleton {
 	float scaleX = 1, scaleY = 1;
 	float x, y;
 
-	public Skeleton (SkeletonData data) {
+	public Skeleton(SkeletonData data) {
 		if (data == null) throw new IllegalArgumentException("data cannot be null.");
 		this.data = data;
 

+ 32 - 32
spine-ts/core/src/Skeleton.ts

@@ -32,7 +32,7 @@ module spine {
 	/** Stores the current pose for a skeleton.
 	 *
 	 * See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */
-	export class Skeleton {
+	export class Skeleton  {
 		/** The skeleton's setup pose data. */
 		data: SkeletonData;
 
@@ -69,11 +69,11 @@ module spine {
 		time = 0;
 
 		/** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale
-	 	* inheritance. */
+		  * inheritance. */
 		scaleX = 1;
 
 		/** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
-	 	* inheritance. */
+		  * inheritance. */
 		scaleY = 1;
 
 		/** Sets the skeleton X position, which is added to the root bone worldX position. */
@@ -82,7 +82,7 @@ module spine {
 		/** Sets the skeleton Y position, which is added to the root bone worldY position. */
 		y = 0;
 
-		constructor (data: SkeletonData) {
+		constructor(data: SkeletonData) {
 			if (!data) throw new Error("data cannot be null.");
 			this.data = data;
 
@@ -134,7 +134,7 @@ module spine {
 
 		/** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
 		 * constraints, or weighted path attachments are added or removed. */
-		updateCache () {
+		updateCache() {
 			let updateCache = this._updateCache;
 			updateCache.length = 0;
 
@@ -193,7 +193,7 @@ module spine {
 				this.sortBone(bones[i]);
 		}
 
-		sortIkConstraint (constraint: IkConstraint) {
+		sortIkConstraint(constraint: IkConstraint) {
 			constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)));
 			if (!constraint.active) return;
 
@@ -218,7 +218,7 @@ module spine {
 			}
 		}
 
-		sortPathConstraint (constraint: PathConstraint) {
+		sortPathConstraint(constraint: PathConstraint) {
 			constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)));
 			if (!constraint.active) return;
 
@@ -247,7 +247,7 @@ module spine {
 				constrained[i].sorted = true;
 		}
 
-		sortTransformConstraint (constraint: TransformConstraint) {
+		sortTransformConstraint(constraint: TransformConstraint) {
 			constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)));
 			if (!constraint.active) return;
 
@@ -275,7 +275,7 @@ module spine {
 				constrained[i].sorted = true;
 		}
 
-		sortPathConstraintAttachment (skin: Skin, slotIndex: number, slotBone: Bone) {
+		sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone) {
 			let attachments = skin.attachments[slotIndex];
 			if (!attachments) return;
 			for (let key in attachments) {
@@ -283,7 +283,7 @@ module spine {
 			}
 		}
 
-		sortPathConstraintAttachmentWith (attachment: Attachment, slotBone: Bone) {
+		sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone) {
 			if (!(attachment instanceof PathAttachment)) return;
 			let pathBones = (<PathAttachment>attachment).bones;
 			if (!pathBones)
@@ -299,7 +299,7 @@ module spine {
 			}
 		}
 
-		sortBone (bone: Bone) {
+		sortBone(bone: Bone) {
 			if (bone.sorted) return;
 			let parent = bone.parent;
 			if (parent) this.sortBone(parent);
@@ -307,7 +307,7 @@ module spine {
 			this._updateCache.push(bone);
 		}
 
-		sortReset (bones: Array<Bone>) {
+		sortReset(bones: Array<Bone>) {
 			for (let i = 0, n = bones.length; i < n; i++) {
 				let bone = bones[i];
 				if (!bone.active) continue;
@@ -320,7 +320,7 @@ module spine {
 		 *
 		 * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
 		 * Runtimes Guide. */
-		updateWorldTransform () {
+		updateWorldTransform() {
 			let bones = this.bones;
 			for (let i = 0, n = bones.length; i < n; i++) {
 				let bone = bones[i];
@@ -338,7 +338,7 @@ module spine {
 				updateCache[i].update();
 		}
 
-		updateWorldTransformWith (parent: Bone) {
+		updateWorldTransformWith(parent: Bone) {
 			// Apply the parent bone transform to the root bone. The root bone always inherits scale, rotation and reflection.
 			let rootBone = this.getRootBone();
 			let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
@@ -364,13 +364,13 @@ module spine {
 		}
 
 		/** Sets the bones, constraints, and slots to their setup pose values. */
-		setToSetupPose () {
+		setToSetupPose() {
 			this.setBonesToSetupPose();
 			this.setSlotsToSetupPose();
 		}
 
 		/** Sets the bones and constraints to their setup pose values. */
-		setBonesToSetupPose () {
+		setBonesToSetupPose() {
 			let bones = this.bones;
 			for (let i = 0, n = bones.length; i < n; i++)
 				bones[i].setToSetupPose();
@@ -410,7 +410,7 @@ module spine {
 		}
 
 		/** Sets the slots and draw order to their setup pose values. */
-		setSlotsToSetupPose () {
+		setSlotsToSetupPose() {
 			let slots = this.slots;
 			Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
 			for (let i = 0, n = slots.length; i < n; i++)
@@ -418,13 +418,13 @@ module spine {
 		}
 
 		/** @returns May return null. */
-		getRootBone () {
+		getRootBone() {
 			if (this.bones.length == 0) return null;
 			return this.bones[0];
 		}
 
 		/** @returns May be null. */
-		findBone (boneName: string) {
+		findBone(boneName: string) {
 			if (!boneName) throw new Error("boneName cannot be null.");
 			let bones = this.bones;
 			for (let i = 0, n = bones.length; i < n; i++) {
@@ -435,7 +435,7 @@ module spine {
 		}
 
 		/** @returns -1 if the bone was not found. */
-		findBoneIndex (boneName: string) {
+		findBoneIndex(boneName: string) {
 			if (!boneName) throw new Error("boneName cannot be null.");
 			let bones = this.bones;
 			for (let i = 0, n = bones.length; i < n; i++)
@@ -446,7 +446,7 @@ module spine {
 		/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
 		 * repeatedly.
 		 * @returns May be null. */
-		findSlot (slotName: string) {
+		findSlot(slotName: string) {
 			if (!slotName) throw new Error("slotName cannot be null.");
 			let slots = this.slots;
 			for (let i = 0, n = slots.length; i < n; i++) {
@@ -457,7 +457,7 @@ module spine {
 		}
 
 		/** @returns -1 if the bone was not found. */
-		findSlotIndex (slotName: string) {
+		findSlotIndex(slotName: string) {
 			if (!slotName) throw new Error("slotName cannot be null.");
 			let slots = this.slots;
 			for (let i = 0, n = slots.length; i < n; i++)
@@ -468,7 +468,7 @@ module spine {
 		/** Sets a skin by name.
 		 *
 		 * See {@link #setSkin()}. */
-		setSkinByName (skinName: string) {
+		setSkinByName(skinName: string) {
 			let skin = this.data.findSkin(skinName);
 			if (!skin) throw new Error("Skin not found: " + skinName);
 			this.setSkin(skin);
@@ -484,7 +484,7 @@ module spine {
 		 * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
 		 * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
 		 * @param newSkin May be null. */
-		setSkin (newSkin: Skin) {
+		setSkin(newSkin: Skin) {
 			if (newSkin == this.skin) return;
 			if (newSkin) {
 				if (this.skin)
@@ -511,7 +511,7 @@ module spine {
 		 *
 		 * See {@link #getAttachment()}.
 		 * @returns May be null. */
-		getAttachmentByName (slotName: string, attachmentName: string): Attachment {
+		getAttachmentByName(slotName: string, attachmentName: string): Attachment {
 			return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
 		}
 
@@ -520,7 +520,7 @@ module spine {
 		 *
 		 * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
 		 * @returns May be null. */
-		getAttachment (slotIndex: number, attachmentName: string): Attachment {
+		getAttachment(slotIndex: number, attachmentName: string): Attachment {
 			if (!attachmentName) throw new Error("attachmentName cannot be null.");
 			if (this.skin) {
 				let attachment: Attachment = this.skin.getAttachment(slotIndex, attachmentName);
@@ -533,7 +533,7 @@ module spine {
 		/** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
 		 * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
 		 * @param attachmentName May be null to clear the slot's attachment. */
-		setAttachment (slotName: string, attachmentName: string) {
+		setAttachment(slotName: string, attachmentName: string) {
 			if (!slotName) throw new Error("slotName cannot be null.");
 			let slots = this.slots;
 			for (let i = 0, n = slots.length; i < n; i++) {
@@ -555,7 +555,7 @@ module spine {
 		/** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
 		 * than to call it repeatedly.
 		 * @return May be null. */
-		findIkConstraint (constraintName: string) {
+		findIkConstraint(constraintName: string) {
 			if (!constraintName) throw new Error("constraintName cannot be null.");
 			let ikConstraints = this.ikConstraints;
 			for (let i = 0, n = ikConstraints.length; i < n; i++) {
@@ -568,7 +568,7 @@ module spine {
 		/** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
 		 * this method than to call it repeatedly.
 		 * @return May be null. */
-		findTransformConstraint (constraintName: string) {
+		findTransformConstraint(constraintName: string) {
 			if (!constraintName) throw new Error("constraintName cannot be null.");
 			let transformConstraints = this.transformConstraints;
 			for (let i = 0, n = transformConstraints.length; i < n; i++) {
@@ -581,7 +581,7 @@ module spine {
 		/** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
 		 * than to call it repeatedly.
 		 * @return May be null. */
-		findPathConstraint (constraintName: string) {
+		findPathConstraint(constraintName: string) {
 			if (!constraintName) throw new Error("constraintName cannot be null.");
 			let pathConstraints = this.pathConstraints;
 			for (let i = 0, n = pathConstraints.length; i < n; i++) {
@@ -595,7 +595,7 @@ module spine {
 		 * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
 		 * @param size An output value, the width and height of the AABB.
 		 * @param temp Working memory to temporarily store attachments' computed world vertices. */
-		getBounds (offset: Vector2, size: Vector2, temp: Array<number> = new Array<number>(2)) {
+		getBounds(offset: Vector2, size: Vector2, temp: Array<number> = new Array<number>(2)) {
 			if (!offset) throw new Error("offset cannot be null.");
 			if (!size) throw new Error("size cannot be null.");
 			let drawOrder = this.drawOrder;
@@ -631,7 +631,7 @@ module spine {
 		}
 
 		/** Increments the skeleton's {@link #time}. */
-		update (delta: number) {
+		update(delta: number) {
 			this.time += delta;
 		}
 	}