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- /******************************************************************************
- * 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 {
- /// <summary>
- /// 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.
- /// <p/>
- /// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
- /// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
- /// for more information on when track events will be triggered.</summary>
- 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
- /// <summary>
- /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
- /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
- 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;
- }
- }
- }
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