/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Collections.Generic;
namespace DragonBones
{
///
/// - The animation config is used to describe all the information needed to play an animation state.
/// The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
///
///
///
/// DragonBones 5.0
/// en_US
///
/// - 动画配置用来描述播放一个动画状态所需要的全部信息。
/// 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。
///
///
///
/// DragonBones 5.0
/// zh_CN
public class AnimationConfig : BaseObject
{
///
public bool pauseFadeOut;
///
/// - Fade out the pattern of other animation states when the animation state is fade in.
/// This property is typically used to specify the substitution of multiple animation states blend.
///
/// dragonBones.AnimationFadeOutMode.All
/// DragonBones 5.0
/// en_US
///
/// - 淡入动画状态时淡出其他动画状态的模式。
/// 该属性通常用来指定多个动画状态混合时的相互替换关系。
///
/// dragonBones.AnimationFadeOutMode.All
/// DragonBones 5.0
/// zh_CN
public AnimationFadeOutMode fadeOutMode;
///
public TweenType fadeOutTweenType;
///
public float fadeOutTime;
///
public bool pauseFadeIn;
///
public bool actionEnabled;
///
public bool additiveBlending;
///
/// - Whether the animation state has control over the display property of the slots.
/// Sometimes blend a animation state does not want it to control the display properties of the slots,
/// especially if other animation state are controlling the display properties of the slots.
///
/// true
/// DragonBones 5.0
/// en_US
///
/// - 动画状态是否对插槽的显示对象属性有控制权。
/// 有时混合一个动画状态并不希望其控制插槽的显示对象属性,
/// 尤其是其他动画状态正在控制这些插槽的显示对象属性时。
///
/// true
/// DragonBones 5.0
/// zh_CN
public bool displayControl;
///
/// - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
/// This property should usually be set to false when blend multiple animation states.
///
/// true
/// DragonBones 5.1
/// en_US
///
/// - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。
/// 通常在混合多个动画状态时应该将该属性设置为 false。
///
/// true
/// DragonBones 5.1
/// zh_CN
public bool resetToPose;
///
public TweenType fadeInTweenType;
///
/// - The play times. [0: Loop play, [1~N]: Play N times]
///
/// DragonBones 3.0
/// en_US
///
/// - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
///
/// DragonBones 3.0
/// zh_CN
public int playTimes;
///
/// - The blend layer.
/// High layer animation state will get the blend weight first.
/// When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
///
///
/// DragonBones 5.0
/// en_US
///
/// - 混合图层。
/// 图层高的动画状态会优先获取混合权重。
/// 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。
///
///
/// DragonBones 5.0
/// zh_CN
public int layer;
///
/// - The start time of play. (In seconds)
///
/// 0.0
/// DragonBones 5.0
/// en_US
///
/// - 播放的开始时间。 (以秒为单位)
///
/// 0.0
/// DragonBones 5.0
/// zh_CN
public float position;
///
/// - The duration of play.
/// [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds)
///
/// -1.0
/// DragonBones 5.0
/// en_US
///
/// - 播放的持续时间。
/// [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] (以秒为单位)
///
/// -1.0
/// DragonBones 5.0
/// zh_CN
public float duration;
///
/// - The play speed.
/// The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
/// [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
///
/// 1.0
/// DragonBones 3.0
/// en_US
///
/// - 播放速度。
/// 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。
/// [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
///
/// 1.0
/// DragonBones 3.0
/// zh_CN
public float timeScale;
///
/// - The blend weight.
///
/// 1.0
/// DragonBones 5.0
/// en_US
///
/// - 混合权重。
///
/// 1.0
/// DragonBones 5.0
/// zh_CN
public float weight;
///
/// - The fade in time.
/// [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds)
///
/// -1.0
/// DragonBones 5.0
/// en_US
///
/// - 淡入时间。
/// [-1: 使用动画数据默认值, [0~N]: 淡入时间] (以秒为单位)
///
/// -1.0
/// DragonBones 5.0
/// zh_CN
public float fadeInTime;
///
/// - The auto fade out time when the animation state play completed.
/// [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
///
/// -1.0
/// DragonBones 5.0
/// en_US
///
/// - 动画状态播放完成后的自动淡出时间。
/// [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位)
///
/// -1.0
/// DragonBones 5.0
/// zh_CN
public float autoFadeOutTime;
///
/// - The name of the animation state. (Can be different from the name of the animation data)
///
/// DragonBones 5.0
/// en_US
///
/// - 动画状态名称。 (可以不同于动画数据)
///
/// DragonBones 5.0
/// zh_CN
public string name;
///
/// - The animation data name.
///
/// DragonBones 5.0
/// en_US
///
/// - 动画数据名称。
///
/// DragonBones 5.0
/// zh_CN
public string animation;
///
/// - The blend group name of the animation state.
/// This property is typically used to specify the substitution of multiple animation states blend.
///
///
/// DragonBones 5.0
/// en_US
///
/// - 混合组名称。
/// 该属性通常用来指定多个动画状态混合时的相互替换关系。
///
///
/// DragonBones 5.0
/// zh_CN
public string group;
///
public readonly List boneMask = new List();
///
protected override void _OnClear()
{
this.pauseFadeOut = true;
this.fadeOutMode = AnimationFadeOutMode.All;
this.fadeOutTweenType = TweenType.Line;
this.fadeOutTime = -1.0f;
this.actionEnabled = true;
this.additiveBlending = false;
this.displayControl = true;
this.pauseFadeIn = true;
this.resetToPose = true;
this.fadeInTweenType = TweenType.Line;
this.playTimes = -1;
this.layer = 0;
this.position = 0.0f;
this.duration = -1.0f;
this.timeScale = -100.0f;
this.weight = 1.0f;
this.fadeInTime = -1.0f;
this.autoFadeOutTime = -1.0f;
this.name = "";
this.animation = "";
this.group = "";
this.boneMask.Clear();
}
///
public void Clear()
{
this._OnClear();
}
///
public void CopyFrom(AnimationConfig value)
{
this.pauseFadeOut = value.pauseFadeOut;
this.fadeOutMode = value.fadeOutMode;
this.autoFadeOutTime = value.autoFadeOutTime;
this.fadeOutTweenType = value.fadeOutTweenType;
this.actionEnabled = value.actionEnabled;
this.additiveBlending = value.additiveBlending;
this.displayControl = value.displayControl;
this.pauseFadeIn = value.pauseFadeIn;
this.resetToPose = value.resetToPose;
this.playTimes = value.playTimes;
this.layer = value.layer;
this.position = value.position;
this.duration = value.duration;
this.timeScale = value.timeScale;
this.fadeInTime = value.fadeInTime;
this.fadeOutTime = value.fadeOutTime;
this.fadeInTweenType = value.fadeInTweenType;
this.weight = value.weight;
this.name = value.name;
this.animation = value.animation;
this.group = value.group;
boneMask.ResizeList(value.boneMask.Count, null);
for (int i = 0, l = boneMask.Count; i < l; ++i)
{
boneMask[i] = value.boneMask[i];
}
}
///
public bool ContainsBoneMask(string boneName)
{
return boneMask.Count == 0 || boneMask.Contains(boneName);
}
///
public void AddBoneMask(Armature armature, string boneName, bool recursive = false)
{
var currentBone = armature.GetBone(boneName);
if (currentBone == null)
{
return;
}
if (!boneMask.Contains(boneName)) // Add mixing
{
boneMask.Add(boneName);
}
if (recursive) // Add recursive mixing.
{
var bones = armature.GetBones();
for (int i = 0, l = bones.Count; i < l; ++i)
{
var bone = bones[i];
if (!boneMask.Contains(bone.name) && currentBone.Contains(bone))
{
boneMask.Add(bone.name);
}
}
}
}
///
public void RemoveBoneMask(Armature armature, string name, bool recursive = true)
{
if (boneMask.Contains(name)) // Remove mixing.
{
boneMask.Remove(name);
}
if (recursive)
{
var currentBone = armature.GetBone(name);
if (currentBone != null)
{
var bones = armature.GetBones();
if (boneMask.Count > 0) // Remove recursive mixing.
{
for (int i = 0, l = bones.Count; i < l; ++i)
{
var bone = bones[i];
if (boneMask.Contains(bone.name) && currentBone.Contains(bone))
{
boneMask.Remove(bone.name);
}
}
}
else // Add unrecursive mixing.
{
for (int i = 0, l = bones.Count; i < l; ++i)
{
var bone = bones[i];
if (bone == currentBone)
{
continue;
}
if (!currentBone.Contains(bone))
{
boneMask.Add(bone.name);
}
}
}
}
}
}
}
}