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- /**
- * 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
- {
- /// <summary>
- /// - The skin data, typically a armature data instance contains at least one skinData.
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 皮肤数据,通常一个骨架数据至少包含一个皮肤数据。
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public class SkinData : BaseObject
- {
- /// <summary>
- /// - The skin name.
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 皮肤名称。
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public string name;
- /// <private/>
- public readonly Dictionary<string, List<DisplayData>> displays = new Dictionary<string, List<DisplayData>>();
- /// <private/>
- public ArmatureData parent;
- /// <inheritDoc/>
- protected override void _OnClear()
- {
- foreach (var list in this.displays.Values)
- {
- foreach (var display in list)
- {
- display.ReturnToPool();
- }
- }
- this.name = "";
- this.displays.Clear();
- this.parent = null;
- }
- /// <internal/>
- /// <private/>
- public void AddDisplay(string slotName, DisplayData value)
- {
- if (!string.IsNullOrEmpty(slotName) && value != null && !string.IsNullOrEmpty(value.name))
- {
- if (!this.displays.ContainsKey(slotName))
- {
- this.displays[slotName] = new List<DisplayData>();
- }
- if (value != null)
- {
- value.parent = this;
- }
- var slotDisplays = this.displays[slotName]; // TODO clear prev
- slotDisplays.Add(value);
- }
- }
- /// <private/>
- public DisplayData GetDisplay(string slotName, string displayName)
- {
- var slotDisplays = this.GetDisplays(slotName);
- if (slotDisplays != null)
- {
- foreach (var display in slotDisplays)
- {
- if (display != null && display.name == displayName)
- {
- return display;
- }
- }
- }
- return null;
- }
- /// <private/>
- public List<DisplayData> GetDisplays(string slotName)
- {
- if (string.IsNullOrEmpty(slotName) || !this.displays.ContainsKey(slotName))
- {
- return null;
- }
- return this.displays[slotName];
- }
- }
- }
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