重新修正忽视规则,防止clone后项目无法复现
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Attachment } from "./attachments/Attachment.js";
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import { BoneData } from "./BoneData.js";
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import { ConstraintData } from "./ConstraintData.js";
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import { Skeleton } from "./Skeleton.js";
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import { Color, StringMap } from "./Utils.js";
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/** Stores an entry in the skin consisting of the slot index, name, and attachment **/
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export declare class SkinEntry {
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slotIndex: number;
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name: string;
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attachment: Attachment;
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constructor(slotIndex: number | undefined, name: string, attachment: Attachment);
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}
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/** Stores attachments by slot index and attachment name.
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*
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* See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and
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* [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */
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export declare class Skin {
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/** The skin's name, which is unique across all skins in the skeleton. */
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name: string;
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attachments: StringMap<Attachment>[];
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bones: BoneData[];
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constraints: ConstraintData[];
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/** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */
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color: Color;
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constructor(name: string);
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/** Adds an attachment to the skin for the specified slot index and name. */
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setAttachment(slotIndex: number, name: string, attachment: Attachment): void;
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/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
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addSkin(skin: Skin): void;
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/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
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* copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
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copySkin(skin: Skin): void;
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/** Returns the attachment for the specified slot index and name, or null. */
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getAttachment(slotIndex: number, name: string): Attachment | null;
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/** Removes the attachment in the skin for the specified slot index and name, if any. */
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removeAttachment(slotIndex: number, name: string): void;
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/** Returns all attachments in this skin. */
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getAttachments(): Array<SkinEntry>;
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/** Returns all attachments in this skin for the specified slot index. */
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getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void;
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/** Clears all attachments, bones, and constraints. */
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clear(): void;
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/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
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attachAll(skeleton: Skeleton, oldSkin: Skin): void;
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}
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