Exemple #1
0
 public void SetSkin(Skin newSkin)
 {
     if (newSkin != null)
     {
         if (this.skin != null)
         {
             newSkin.AttachAll(this, this.skin);
         }
         else
         {
             ExposedList <Slot> exposedList = this.slots;
             int i     = 0;
             int count = exposedList.Count;
             while (i < count)
             {
                 Slot   slot           = exposedList.Items[i];
                 string attachmentName = slot.data.attachmentName;
                 if (attachmentName != null)
                 {
                     Attachment attachment = newSkin.GetAttachment(i, attachmentName);
                     if (attachment != null)
                     {
                         slot.Attachment = attachment;
                     }
                 }
                 i++;
             }
         }
     }
     this.skin = newSkin;
 }
Exemple #2
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 /// <summary>Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
 /// from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's
 /// setup mode attachment is attached from the new skin.</summary>
 /// <param name="newSkin">May be null.</param>
 public void SetSkin(Skin newSkin)
 {
     if (skin == null)
     {
         List <Slot> slots = this.slots;
         for (int i = 0, n = slots.Count; i < n; i++)
         {
             Slot   slot = slots[i];
             String name = slot.data.attachmentName;
             if (name != null)
             {
                 Attachment attachment = newSkin.GetAttachment(i, name);
                 if (attachment != null)
                 {
                     slot.Attachment = attachment;
                 }
             }
         }
     }
     else if (newSkin != null)               //
     {
         newSkin.AttachAll(this, skin);
     }
     skin = newSkin;
 }
Exemple #3
0
 /// <summary>
 /// <para>Sets the skin used to look up attachments before looking in the <see cref="SkeletonData.DefaultSkin"/>. If the
 /// skin is changed, <see cref="UpdateCache()"/> is called.
 /// </para>
 /// <para>Attachments from the new skin are attached if the corresponding attachment from the old skin was attached.
 /// If there was no old skin, each slot's setup mode attachment is attached from the new skin.
 /// </para>
 /// <para>After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
 /// <see cref="Skeleton.SetSlotsToSetupPose()"/>.
 /// Also, often <see cref="AnimationState.Apply(Skeleton)"/> is called before the next time the
 /// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.</para>
 /// </summary>
 /// <param name="newSkin">May be null.</param>
 public void SetSkin(Skin newSkin)
 {
     if (newSkin == skin)
     {
         return;
     }
     if (newSkin != null)
     {
         if (skin != null)
         {
             newSkin.AttachAll(this, skin);
         }
         else
         {
             Slot[] slots = this.slots.Items;
             for (int i = 0, n = this.slots.Count; i < n; i++)
             {
                 Slot   slot = slots[i];
                 string name = slot.data.attachmentName;
                 if (name != null)
                 {
                     Attachment attachment = newSkin.GetAttachment(i, name);
                     if (attachment != null)
                     {
                         slot.Attachment = attachment;
                     }
                 }
             }
         }
     }
     skin = newSkin;
     UpdateCache();
 }
Exemple #4
0
 /** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
  * from the new skin are attached if the corresponding attachment from the old skin was attached.
  * @param newSkin May be null. */
 public void SetSkin(Skin newSkin)
 {
     if (skin != null && newSkin != null)
     {
         newSkin.AttachAll(this, skin);
     }
     skin = newSkin;
 }
Exemple #5
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		/// <summary>Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default 
		/// skin}. Attachmentsfrom the new skin are attached if the corresponding attachment from the old skin was attached. If 
		/// there was no old skin, each slot's setup mode attachment is attached from the new skin.</summary>
		/// <param name="newSkin">May be null.</param>
		public void SetSkin (Skin newSkin) {
			if (newSkin != null) {
				if (skin != null)
					newSkin.AttachAll(this, skin);
				else {
					ExposedList<Slot> slots = this.slots;
					for (int i = 0, n = slots.Count; i < n; i++) {
						Slot slot = slots.Items[i];
						String name = slot.data.attachmentName;
						if (name != null) {
							Attachment attachment = newSkin.GetAttachment(i, name);
							if (attachment != null) slot.Attachment = attachment;
						}
					}
				}
			}
			skin = newSkin;
		}
 /// <summary>Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
 /// from the new skin are attached if the corresponding attachment from the old skin was attached.</summary>
 /// <param name="newSkin">May be null.</param>
 public void SetSkin(Skin newSkin)
 {
     if (skin != null && newSkin != null) newSkin.AttachAll(this, skin);
     skin = newSkin;
 }
Exemple #7
0
		/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
	 * from the new skin are attached if the corresponding attachment from the old skin was attached.
	 * @param newSkin May be null. */
		public void SetSkin (Skin newSkin) {
			if (Skin != null && newSkin != null) newSkin.AttachAll(this, Skin);
			Skin = newSkin;
		}