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初始化
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128
cocos2d-x/cocos/editor-support/spine/AttachmentTimeline.cpp
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128
cocos2d-x/cocos/editor-support/spine/AttachmentTimeline.cpp
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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#include <spine/AttachmentTimeline.h>
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#include <spine/Skeleton.h>
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#include <spine/Event.h>
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#include <spine/Animation.h>
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#include <spine/Bone.h>
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#include <spine/TimelineType.h>
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#include <spine/Slot.h>
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#include <spine/SlotData.h>
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using namespace spine;
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RTTI_IMPL(AttachmentTimeline, Timeline)
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AttachmentTimeline::AttachmentTimeline(int frameCount) : Timeline(), _slotIndex(0) {
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_frames.ensureCapacity(frameCount);
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_attachmentNames.ensureCapacity(frameCount);
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_frames.setSize(frameCount, 0);
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for (int i = 0; i < frameCount; ++i) {
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_attachmentNames.add(String());
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}
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}
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void AttachmentTimeline::apply(Skeleton &skeleton, float lastTime, float time, Vector<Event *> *pEvents, float alpha,
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MixBlend blend, MixDirection direction
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) {
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SP_UNUSED(lastTime);
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SP_UNUSED(pEvents);
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SP_UNUSED(alpha);
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assert(_slotIndex < skeleton._slots.size());
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String *attachmentName;
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Slot *slotP = skeleton._slots[_slotIndex];
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Slot &slot = *slotP;
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if (!slot._bone.isActive()) return;
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if (direction == MixDirection_Out && blend == MixBlend_Setup) {
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attachmentName = &slot._data._attachmentName;
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slot.setAttachment(attachmentName->length() == 0 ? NULL : skeleton.getAttachment(_slotIndex, *attachmentName));
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return;
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}
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if (time < _frames[0]) {
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// Time is before first frame.
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if (blend == MixBlend_Setup || blend == MixBlend_First) {
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attachmentName = &slot._data._attachmentName;
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slot.setAttachment(attachmentName->length() == 0 ? NULL : skeleton.getAttachment(_slotIndex, *attachmentName));
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}
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return;
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}
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size_t frameIndex;
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if (time >= _frames[_frames.size() - 1]) {
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// Time is after last frame.
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frameIndex = _frames.size() - 1;
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} else {
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frameIndex = Animation::binarySearch(_frames, time, 1) - 1;
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}
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attachmentName = &_attachmentNames[frameIndex];
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slot.setAttachment(attachmentName->length() == 0 ? NULL : skeleton.getAttachment(_slotIndex, *attachmentName));
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}
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int AttachmentTimeline::getPropertyId() {
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return ((int) TimelineType_Attachment << 24) + _slotIndex;
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}
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void AttachmentTimeline::setFrame(int frameIndex, float time, const String &attachmentName) {
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_frames[frameIndex] = time;
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_attachmentNames[frameIndex] = attachmentName;
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}
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size_t AttachmentTimeline::getSlotIndex() {
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return _slotIndex;
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}
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void AttachmentTimeline::setSlotIndex(size_t inValue) {
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_slotIndex = inValue;
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}
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const Vector<float> &AttachmentTimeline::getFrames() {
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return _frames;
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}
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const Vector<String> &AttachmentTimeline::getAttachmentNames() {
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return _attachmentNames;
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}
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size_t AttachmentTimeline::getFrameCount() {
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return _frames.size();
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}
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