/******************************************************************************
* 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;
}
}
}