mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-28 05:41:02 +00:00
332 lines
9.7 KiB
JavaScript
332 lines
9.7 KiB
JavaScript
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/**
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* @module sp
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*/
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let SkeletonCache = !CC_JSB && require('./skeleton-cache').sharedCache;
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/**
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* !#en The skeleton data of spine.
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* !#zh Spine 的 骨骼数据。
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* @class SkeletonData
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* @extends Asset
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*/
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let SkeletonData = cc.Class({
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name: 'sp.SkeletonData',
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extends: cc.Asset,
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ctor: function () {
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this.reset();
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},
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properties: {
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_skeletonJson: null,
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// use by jsb
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skeletonJsonStr: {
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get: function () {
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if (this._skeletonJson) {
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return JSON.stringify(this._skeletonJson);
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} else {
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return "";
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}
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}
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},
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/**
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* !#en See http://en.esotericsoftware.com/spine-json-format
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* !#zh 可查看 Spine 官方文档 http://zh.esotericsoftware.com/spine-json-format
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* @property {Object} skeletonJson
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*/
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skeletonJson: {
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get: function () {
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return this._skeletonJson;
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},
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set: function (value) {
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this.reset();
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if (typeof(value) == "string") {
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this._skeletonJson = JSON.parse(value);
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} else {
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this._skeletonJson = value;
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}
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// If create by manual, uuid is empty.
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if (!this._uuid && value.skeleton) {
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this._uuid = value.skeleton.hash;
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}
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}
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},
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_atlasText: "",
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/**
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* @property {String} atlasText
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*/
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atlasText: {
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get: function () {
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return this._atlasText;
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},
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set: function (value) {
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this._atlasText = value;
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this.reset();
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}
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},
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/**
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* @property {Texture2D[]} textures
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*/
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textures: {
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default: [],
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type: [cc.Texture2D]
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},
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/**
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* @property {String[]} textureNames
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* @private
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*/
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textureNames: {
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default: [],
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type: [cc.String]
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},
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/**
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* !#en
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* A scale can be specified on the JSON or binary loader which will scale the bone positions,
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* image sizes, and animation translations.
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* This can be useful when using different sized images than were used when designing the skeleton
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* in Spine. For example, if using images that are half the size than were used in Spine,
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* a scale of 0.5 can be used. This is commonly used for games that can run with either low or high
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* resolution texture atlases.
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* see http://en.esotericsoftware.com/spine-using-runtimes#Scaling
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* !#zh 可查看 Spine 官方文档: http://zh.esotericsoftware.com/spine-using-runtimes#Scaling
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* @property {Number} scale
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*/
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scale: 1,
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_nativeAsset: {
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get () {
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return this._buffer;
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},
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set (bin) {
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this._buffer = bin.buffer || bin;
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this.reset();
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},
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override: true
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},
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},
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statics: {
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preventDeferredLoadDependents: true,
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},
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// PUBLIC
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createNode: CC_EDITOR && function (callback) {
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let node = new cc.Node(this.name);
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let skeleton = node.addComponent(sp.Skeleton);
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skeleton.skeletonData = this;
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return callback(null, node);
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},
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reset: function () {
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/**
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* @property {sp.spine.SkeletonData} _skeletonData
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* @private
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*/
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this._skeletonCache = null;
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/**
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* @property {sp.spine.Atlas} _atlasCache
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* @private
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*/
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this._atlasCache = null;
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if (CC_EDITOR) {
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this._skinsEnum = null;
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this._animsEnum = null;
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}
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},
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ensureTexturesLoaded (loaded, caller) {
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let textures = this.textures;
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let texsLen = textures.length;
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if (texsLen == 0) {
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loaded.call(caller, false);
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return;
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}
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let loadedCount = 0;
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let loadedItem = function () {
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loadedCount++;
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if (loadedCount >= texsLen) {
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loaded && loaded.call(caller, true);
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loaded = null;
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}
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}
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for (let i = 0; i < texsLen; i++) {
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let tex = textures[i];
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if (tex.loaded) {
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loadedItem();
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} else {
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tex.once('load', loadedItem);
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}
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}
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},
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isTexturesLoaded () {
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let textures = this.textures;
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let texsLen = textures.length;
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for (let i = 0; i < texsLen; i++) {
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let tex = textures[i];
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if (!tex.loaded) {
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return false;
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}
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}
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return true;
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},
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/**
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* !#en Get the included SkeletonData used in spine runtime.<br>
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* Returns a {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.SkeletonData object.
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* !#zh 获取 Spine Runtime 使用的 SkeletonData。<br>
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* 返回一个 {{#crossLinkModule "sp.spine"}}sp.spine{{/crossLinkModule}}.SkeletonData 对象。
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* @method getRuntimeData
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* @param {Boolean} [quiet=false]
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* @return {sp.spine.SkeletonData}
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*/
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getRuntimeData: function (quiet) {
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if (this._skeletonCache) {
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return this._skeletonCache;
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}
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if ( !(this.textures && this.textures.length > 0) && this.textureNames && this.textureNames.length > 0 ) {
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if ( !quiet ) {
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cc.errorID(7507, this.name);
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}
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return null;
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}
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let atlas = this._getAtlas(quiet);
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if (! atlas) {
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return null;
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}
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let attachmentLoader = new sp.spine.AtlasAttachmentLoader(atlas);
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let resData = null;
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let reader = null;
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if (this.skeletonJson) {
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reader = new sp.spine.SkeletonJson(attachmentLoader);
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resData = this.skeletonJson;
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} else {
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reader = new sp.spine.SkeletonBinary(attachmentLoader);
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resData = new Uint8Array(this._nativeAsset);
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}
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reader.scale = this.scale;
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this._skeletonCache = reader.readSkeletonData(resData);
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atlas.dispose();
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return this._skeletonCache;
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},
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// EDITOR
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getSkinsEnum: CC_EDITOR && function () {
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if (this._skinsEnum) {
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return this._skinsEnum;
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}
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let sd = this.getRuntimeData(true);
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if (sd) {
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let skins = sd.skins;
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let enumDef = {};
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for (let i = 0; i < skins.length; i++) {
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let name = skins[i].name;
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enumDef[name] = i;
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}
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return this._skinsEnum = cc.Enum(enumDef);
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}
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return null;
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},
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getAnimsEnum: CC_EDITOR && function () {
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if (this._animsEnum) {
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return this._animsEnum;
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}
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let sd = this.getRuntimeData(true);
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if (sd) {
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let enumDef = { '<None>': 0 };
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let anims = sd.animations;
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for (let i = 0; i < anims.length; i++) {
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let name = anims[i].name;
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enumDef[name] = i + 1;
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}
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return this._animsEnum = cc.Enum(enumDef);
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}
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return null;
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},
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// PRIVATE
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_getTexture: function (line) {
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let names = this.textureNames;
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for (let i = 0; i < names.length; i++) {
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if (names[i] === line) {
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let texture = this.textures[i];
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let tex = new sp.SkeletonTexture({ width: texture.width, height: texture.height });
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tex.setRealTexture(texture);
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return tex;
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}
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}
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cc.errorID(7506, line);
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return null;
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},
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/**
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* @method _getAtlas
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* @param {boolean} [quiet=false]
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* @return {sp.spine.Atlas}
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* @private
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*/
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_getAtlas: function (quiet) {
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if (this._atlasCache) {
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return this._atlasCache;
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}
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if ( !this.atlasText ) {
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if ( !quiet ) {
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cc.errorID(7508, this.name);
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}
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return null;
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}
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return this._atlasCache = new sp.spine.TextureAtlas(this.atlasText, this._getTexture.bind(this));
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},
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destroy () {
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SkeletonCache.removeSkeleton(this._uuid);
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this._super();
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},
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});
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sp.SkeletonData = module.exports = SkeletonData;
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