/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. *****************************************************************************/ using UnityEngine; using System.Collections; using System; namespace Spine.Unity { /// /// Use this as a condition-blocking yield instruction for Unity Coroutines. /// The routine will pause until the AnimationState.TrackEntry fires any of the /// configured events. ///

/// See the Spine Unity Events documentation page /// and /// for more information on when track events will be triggered.

public class WaitForSpineAnimation : IEnumerator { [Flags] public enum AnimationEventTypes { Start = 1, Interrupt = 2, End = 4, Dispose = 8, Complete = 16 } bool m_WasFired = false; public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { SafeSubscribe(trackEntry, eventsToWaitFor); } #region Reuse /// /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete. public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { SafeSubscribe(trackEntry, eventsToWaitFor); return this; } #endregion #region IEnumerator bool IEnumerator.MoveNext () { if (m_WasFired) { ((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse return false; } return true; } void IEnumerator.Reset () { m_WasFired = false; } object IEnumerator.Current { get { return null; } } #endregion protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { if (trackEntry == null) { // Break immediately if trackEntry is null. Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately."); m_WasFired = true; } else { if ((eventsToWaitFor & AnimationEventTypes.Start) != 0) trackEntry.Start += HandleComplete; if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0) trackEntry.Interrupt += HandleComplete; if ((eventsToWaitFor & AnimationEventTypes.End) != 0) trackEntry.End += HandleComplete; if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0) trackEntry.Dispose += HandleComplete; if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0) trackEntry.Complete += HandleComplete; } } void HandleComplete (TrackEntry trackEntry) { m_WasFired = true; } } }