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[csharp] Fixed differences in Slot between csharp and ref-impl. Noticed before porting commit bd306d4 on 3.8-beta branch. See #1294 and #1303.

Harald Csaszar 6 lat temu
rodzic
commit
22a0cdc3ac
1 zmienionych plików z 91 dodań i 9 usunięć
  1. 91 9
      spine-csharp/src/Slot.cs

+ 91 - 9
spine-csharp/src/Slot.cs

@@ -31,6 +31,12 @@
 using System;
 
 namespace Spine {
+
+	/// <summary>
+	/// Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
+	/// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared
+	/// across multiple skeletons.
+	/// </summary>
 	public class Slot {
 		internal SlotData data;
 		internal Bone bone;
@@ -41,22 +47,83 @@ namespace Spine {
 		internal float attachmentTime;
 		internal ExposedList<float> attachmentVertices = new ExposedList<float>();
 
+		public Slot (SlotData data, Bone bone) {
+			if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
+			if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
+			this.data = data;
+			this.bone = bone;
+
+			// darkColor = data.darkColor == null ? null : new Color();
+			if (data.hasSecondColor) {
+				r2 = g2 = b2 = 0;
+			}
+
+			SetToSetupPose();
+		}
+
+		/// <summary>Copy constructor.</summary>
+		public Slot(Slot slot, Bone bone) {
+			if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null.");
+			if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
+			data = slot.data;
+			this.bone = bone;
+			r = slot.r;
+			g = slot.g;
+			b = slot.b;
+			a = slot.a;
+
+			// darkColor = slot.darkColor == null ? null : new Color(slot.darkColor);
+			if (slot.hasSecondColor) {
+				r2 = slot.r2;
+				g2 = slot.g2;
+				b2 = slot.b2;
+			} else {
+				r2 = g2 = b2 = 0;
+			}
+			hasSecondColor = slot.hasSecondColor;
+
+			attachment = slot.attachment;
+			attachmentTime = slot.attachmentTime;
+		}
+
+		/// <summary>The slot's setup pose data.</summary>
 		public SlotData Data { get { return data; } }
+		/// <summary>The bone this slot belongs to.</summary>
 		public Bone Bone { get { return bone; } }
+		/// <summary>The skeleton this slot belongs to.</summary>
 		public Skeleton Skeleton { get { return bone.skeleton; } }
+		/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
+		/// color tinting.</summary>
 		public float R { get { return r; } set { r = value; } }
+		/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
+		/// color tinting.</summary>
 		public float G { get { return g; } set { g = value; } }
+		/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
+		/// color tinting.</summary>
 		public float B { get { return b; } set { b = value; } }
+		/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
+		/// color tinting.</summary>
 		public float A { get { return a; } set { a = value; } }
 
+		/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
+		/// <seealso cref="HasSecondColor"/>
 		public float R2 { get { return r2; } set { r2 = value; } }
+		/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
+		/// <seealso cref="HasSecondColor"/>
 		public float G2 { get { return g2; } set { g2 = value; } }
+		/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
+		/// <seealso cref="HasSecondColor"/>
 		public float B2 { get { return b2; } set { b2 = value; } }
+		/// <summary>Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used.</summary>
 		public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
 
-		/// <summary>May be null.</summary>
 		public Attachment Attachment {
+			/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
 			get { return attachment; }
+			/// <summary>
+			/// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears
+			/// <see cref="AttachmentVertices">.</summary>
+			/// <param name="value">May be null.</param>
 			set {
 				if (attachment == value) return;
 				attachment = value;
@@ -65,26 +132,41 @@ namespace Spine {
 			}
 		}
 
+		/// <summary> The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
+		/// <see cref="Skeleton.Time"/></summary>
 		public float AttachmentTime {
 			get { return bone.skeleton.time - attachmentTime; }
 			set { attachmentTime = bone.skeleton.time - value; }
 		}
 
-		public ExposedList<float> AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } }
-
-		public Slot (SlotData data, Bone bone) {
-			if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
-			if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
-			this.data = data;
-			this.bone = bone;
-			SetToSetupPose();
+		/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
+		/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
+		/// <para />
+		/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
+		public ExposedList<float> AttachmentVertices {
+			get {
+				return attachmentVertices;
+			}
+			set {
+				if (attachmentVertices == null) throw new ArgumentNullException("attachmentVertices", "attachmentVertices cannot be null.");
+				attachmentVertices = value;
+			}
 		}
 
+		/// <summary>Sets this slot to the setup pose.</summary>
 		public void SetToSetupPose () {
 			r = data.r;
 			g = data.g;
 			b = data.b;
 			a = data.a;
+
+			// if (darkColor != null) darkColor.set(data.darkColor);
+			if (HasSecondColor) {
+				r2 = data.r2;
+				g2 = data.g2;
+				b2 = data.b2;
+			}
+
 			if (data.attachmentName == null)
 				Attachment = null;
 			else {