/****************************************************************************** * 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 Spine; namespace Spine.Unity { /// /// Use this as a condition-blocking yield instruction for Unity Coroutines. /// The routine will pause until the AnimationState fires an event matching the given event name or EventData reference. public class WaitForSpineEvent : IEnumerator { Spine.EventData m_TargetEvent; string m_EventName; Spine.AnimationState m_AnimationState; bool m_WasFired = false; bool m_unsubscribeAfterFiring = false; #region Constructors void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) { if (state == null) { Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } else if (eventDataReference == null) { Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } m_AnimationState = state; m_TargetEvent = eventDataReference; state.Event += HandleAnimationStateEvent; m_unsubscribeAfterFiring = unsubscribe; } void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) { if (state == null) { Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } else if (string.IsNullOrEmpty(eventName)) { Debug.LogWarning("eventName argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } m_AnimationState = state; m_EventName = eventName; state.Event += HandleAnimationStateEventByName; m_unsubscribeAfterFiring = unsubscribe; } public WaitForSpineEvent (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { Subscribe(state, eventDataReference, unsubscribeAfterFiring); } public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { // If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine. Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring); } public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) { SubscribeByName(state, eventName, unsubscribeAfterFiring); } public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) { // If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine. SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring); } #endregion #region Event Handlers void HandleAnimationStateEventByName (Spine.TrackEntry trackEntry, Spine.Event e) { m_WasFired |= (e.Data.Name == m_EventName); // Check event name string match. if (m_WasFired && m_unsubscribeAfterFiring) m_AnimationState.Event -= HandleAnimationStateEventByName; // Unsubscribe after correct event fires. } void HandleAnimationStateEvent (Spine.TrackEntry trackEntry, Spine.Event e) { m_WasFired |= (e.Data == m_TargetEvent); // Check event data reference match. if (m_WasFired && m_unsubscribeAfterFiring) m_AnimationState.Event -= HandleAnimationStateEvent; // Usubscribe after correct event fires. } #endregion #region Reuse /// /// By default, WaitForSpineEvent will unsubscribe from the event immediately after it fires a correct matching event. /// If you want to reuse this WaitForSpineEvent instance on the same event, you can set this to false. public bool WillUnsubscribeAfterFiring { get { return m_unsubscribeAfterFiring; } set { m_unsubscribeAfterFiring = value; } } public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { ((IEnumerator)this).Reset(); Clear(state); Subscribe(state, eventDataReference, unsubscribeAfterFiring); return this; } public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) { ((IEnumerator)this).Reset(); Clear(state); SubscribeByName(state, eventName, unsubscribeAfterFiring); return this; } void Clear (Spine.AnimationState state) { state.Event -= HandleAnimationStateEvent; state.Event -= HandleAnimationStateEventByName; } #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 } }