public SkeletonData ReadSkeletonData(Stream input, Atlas[] atlasArray = null) { if (input == null) { throw new ArgumentNullException("input"); } float scale = Scale; var skeletonData = new SkeletonData(); skeletonData.hash = ReadString(input); if (skeletonData.hash.Length == 0) { skeletonData.hash = null; } skeletonData.version = ReadString(input); if (skeletonData.version.Length == 0) { skeletonData.version = null; } skeletonData.width = ReadFloat(input); skeletonData.height = ReadFloat(input); bool nonessential = ReadBoolean(input); if (nonessential) { skeletonData.fps = ReadFloat(input); skeletonData.imagesPath = ReadString(input); if (skeletonData.imagesPath.Length == 0) { skeletonData.imagesPath = null; } } // Bones. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String name = ReadString(input); BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)]; BoneData data = new BoneData(i, name, parent); data.rotation = ReadFloat(input); data.x = ReadFloat(input) * scale; data.y = ReadFloat(input) * scale; data.scaleX = ReadFloat(input); data.scaleY = ReadFloat(input); data.shearX = ReadFloat(input); data.shearY = ReadFloat(input); data.length = ReadFloat(input) * scale; data.transformMode = TransformModeValues[ReadVarint(input, true)]; if (nonessential) { ReadInt(input); // Skip bone color. } skeletonData.bones.Add(data); } // Slots. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { String slotName = ReadString(input); BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)]; SlotData slotData = new SlotData(i, slotName, boneData); int color = ReadInt(input); slotData.r = ((color & 0xff000000) >> 24) / 255f; slotData.g = ((color & 0x00ff0000) >> 16) / 255f; slotData.b = ((color & 0x0000ff00) >> 8) / 255f; slotData.a = ((color & 0x000000ff)) / 255f; int darkColor = ReadInt(input); // 0x00rrggbb if (darkColor != -1) { slotData.hasSecondColor = true; slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f; slotData.g2 = ((darkColor & 0x0000ff00) >> 8) / 255f; slotData.b2 = ((darkColor & 0x000000ff)) / 255f; } slotData.attachmentName = ReadString(input); slotData.blendMode = (BlendMode)ReadVarint(input, true); skeletonData.slots.Add(slotData); } if (atlasArray != null) { #if TJ_SPINE_TOOL skeletonData.changeSlotSort(atlasArray); #endif } // IK constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { IkConstraintData data = new IkConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.mix = ReadFloat(input); data.bendDirection = ReadSByte(input); skeletonData.ikConstraints.Add(data); } // Transform constraints. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { TransformConstraintData data = new TransformConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.bones.Items[ReadVarint(input, true)]; data.local = ReadBoolean(input); data.relative = ReadBoolean(input); data.offsetRotation = ReadFloat(input); data.offsetX = ReadFloat(input) * scale; data.offsetY = ReadFloat(input) * scale; data.offsetScaleX = ReadFloat(input); data.offsetScaleY = ReadFloat(input); data.offsetShearY = ReadFloat(input); data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); data.scaleMix = ReadFloat(input); data.shearMix = ReadFloat(input); skeletonData.transformConstraints.Add(data); } // Path constraints for (int i = 0, n = ReadVarint(input, true); i < n; i++) { PathConstraintData data = new PathConstraintData(ReadString(input)); data.order = ReadVarint(input, true); for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) { data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]); } data.target = skeletonData.slots.Items[ReadVarint(input, true)]; data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true)); data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true)); data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true)); data.offsetRotation = ReadFloat(input); data.position = ReadFloat(input); if (data.positionMode == PositionMode.Fixed) { data.position *= scale; } data.spacing = ReadFloat(input); if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) { data.spacing *= scale; } data.rotateMix = ReadFloat(input); data.translateMix = ReadFloat(input); skeletonData.pathConstraints.Add(data); } // Default skin. Skin defaultSkin = ReadSkin(input, skeletonData, "default", nonessential); if (defaultSkin != null) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.Add(defaultSkin); } // Skins. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { skeletonData.skins.Add(ReadSkin(input, skeletonData, ReadString(input), nonessential)); } // Linked meshes. for (int i = 0, n = linkedMeshes.Count; i < n; i++) { SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i]; Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin); if (skin == null) { throw new Exception("Skin not found: " + linkedMesh.skin); } Attachment parent = skin.GetAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (parent == null) { throw new Exception("Parent mesh not found: " + linkedMesh.parent); } linkedMesh.mesh.ParentMesh = (MeshAttachment)parent; linkedMesh.mesh.UpdateUVs(); } linkedMeshes.Clear(); // Events. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { EventData data = new EventData(ReadString(input)); data.Int = ReadVarint(input, false); data.Float = ReadFloat(input); data.String = ReadString(input); skeletonData.events.Add(data); } // Animations. for (int i = 0, n = ReadVarint(input, true); i < n; i++) { ReadAnimation(ReadString(input), input, skeletonData); } skeletonData.bones.TrimExcess(); skeletonData.slots.TrimExcess(); skeletonData.skins.TrimExcess(); skeletonData.events.TrimExcess(); skeletonData.animations.TrimExcess(); skeletonData.ikConstraints.TrimExcess(); skeletonData.pathConstraints.TrimExcess(); return(skeletonData); }