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- -------------------------------------------------------------------------------
- -- Spine Runtimes License Agreement
- -- Last updated January 1, 2020. Replaces all prior versions.
- --
- -- Copyright (c) 2013-2020, Esoteric Software LLC
- --
- -- Integration of the Spine Runtimes into software or otherwise creating
- -- derivative works of the Spine Runtimes is permitted under the terms and
- -- conditions of Section 2 of the Spine Editor License Agreement:
- -- http://esotericsoftware.com/spine-editor-license
- --
- -- Otherwise, it is permitted to integrate the Spine Runtimes into software
- -- or otherwise create derivative works of the Spine Runtimes (collectively,
- -- "Products"), provided that each user of the Products must obtain their own
- -- Spine Editor license and redistribution of the Products in any form must
- -- include this license and copyright notice.
- --
- -- THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
- -- THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -------------------------------------------------------------------------------
- local setmetatable = setmetatable
- local SkeletonData = {}
- SkeletonData.__index = SkeletonData
- function SkeletonData.new ()
- local self = {
- name,
- bones = {},
- slots = {},
- skins = {},
- defaultSkin = nil,
- events = {},
- animations = {},
- ikConstraints = {},
- transformConstraints = {},
- pathConstraints = {},
- x, y, width, height,
- version, hash, imagesPath,
- slotNameIndices = {}
- }
- setmetatable(self, SkeletonData)
- return self
- end
- function SkeletonData:findBone (boneName)
- if not boneName then error("boneName cannot be nil.", 2) end
- for _,bone in ipairs(self.bones) do
- if bone.name == boneName then return bone end
- end
- return nil
- end
- function SkeletonData:findBoneIndex (boneName)
- if not boneName then error("boneName cannot be nil.", 2) end
- for i,bone in ipairs(self.bones) do
- if bone.name == boneName then return i end
- end
- return -1
- end
- function SkeletonData:findSlot (slotName)
- if not slotName then error("slotName cannot be nil.", 2) end
- for i,slot in ipairs(self.slots) do
- if slot.name == slotName then return slot end
- end
- return nil
- end
- function SkeletonData:findSlotIndex (slotName)
- if not slotName then error("slotName cannot be nil.", 2) end
- return self.slotNameIndices[slotName] or -1
- end
- function SkeletonData:findSkin (skinName)
- if not skinName then error("skinName cannot be nil.", 2) end
- for _,skin in ipairs(self.skins) do
- if skin.name == skinName then return skin end
- end
- return nil
- end
- function SkeletonData:findEvent (eventName)
- if not eventName then error("eventName cannot be nil.", 2) end
- for _,event in ipairs(self.events) do
- if event.name == eventName then return event end
- end
- return nil
- end
- function SkeletonData:findAnimation (animationName)
- if not animationName then error("animationName cannot be nil.", 2) end
- for _,animation in ipairs(self.animations) do
- if animation.name == animationName then return animation end
- end
- return nil
- end
- function SkeletonData:findIkConstraint (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for _,constraint in ipairs(self.ikConstraints) do
- if constraint.name == constraintName then return constraint end
- end
- return nil
- end
- function SkeletonData:findTransformConstraint (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for _,constraint in ipairs(self.transformConstraints) do
- if constraint.name == constraintName then return constraint end
- end
- return nil
- end
- function SkeletonData:findPathConstraint (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for _,constraint in ipairs(self.pathConstraints) do
- if constraint.name == constraintName then return constraint end
- end
- return nil
- end
- function SkeletonData:findPathConstraintIndex (constraintName)
- if not constraintName then error("constraintName cannot be nil.", 2) end
- for i,constraint in ipairs(self.pathConstraints) do
- if constraint.name == constraintName then return i end
- end
- return -1
- end
- return SkeletonData
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