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@esotericsoftware/spine-core

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ import { Attachment } from "./attachments/Attachment.js"; import { BoneData } from "./BoneData.js"; import { ConstraintData } from "./ConstraintData.js"; import { Skeleton } from "./Skeleton.js"; import { Color, StringMap } from "./Utils.js"; /** Stores an entry in the skin consisting of the slot index, name, and attachment **/ export declare class SkinEntry { slotIndex: number; name: string; attachment: Attachment; constructor(slotIndex: number | undefined, name: string, attachment: Attachment); } /** Stores attachments by slot index and attachment name. * * See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and * [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */ export declare class Skin { /** The skin's name, which is unique across all skins in the skeleton. */ name: string; attachments: StringMap<Attachment>[]; bones: BoneData[]; constraints: ConstraintData[]; /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */ color: Color; constructor(name: string); /** Adds an attachment to the skin for the specified slot index and name. */ setAttachment(slotIndex: number, name: string, attachment: Attachment): void; /** Adds all attachments, bones, and constraints from the specified skin to this skin. */ addSkin(skin: Skin): void; /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */ copySkin(skin: Skin): void; /** Returns the attachment for the specified slot index and name, or null. */ getAttachment(slotIndex: number, name: string): Attachment | null; /** Removes the attachment in the skin for the specified slot index and name, if any. */ removeAttachment(slotIndex: number, name: string): void; /** Returns all attachments in this skin. */ getAttachments(): Array<SkinEntry>; /** Returns all attachments in this skin for the specified slot index. */ getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void; /** Clears all attachments, bones, and constraints. */ clear(): void; /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */ attachAll(skeleton: Skeleton, oldSkin: Skin): void; }