Stores a slot's current pose. Slots organize attachments for Skeleton.drawOrder purposes and provide a place to store state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared across multiple skeletons.

Constructor

new(data:SlotData, bone:Bone)

Variables

finalbone:Bone

The bone this slot belongs to.

color:Color

The color used to tint the slot's attachment. If darkColor is set, this is used as the light color for two color tinting.

darkColor:Null<Color>

The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark color's alpha is not used.

finaldata:SlotData

The slot's setup pose data.

@:value(new Array<Float>())finaldeform:Array<Float> = new Array<Float>()

Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.

See VertexAttachment.computeWorldVertices and DeformTimeline.

Methods

getAttachment():Null<Attachment>

The current attachment for the slot, or null if the slot has no attachment.

getAttachmentTime():Float

The time that has elapsed since the last time the attachment was set or cleared. Relies on `Skeleton.time.

getSkeleton():Skeleton

The skeleton this slot belongs to.

setAttachment(attachment:Null<Attachment>):Void

Sets the slot's attachment and, if the attachment changed, resets attachmentTime and clears deform.

setAttachmentTime(time:Float):Void

setToSetupPose():Void

Sets this slot to the setup pose.