WaitForSpineAnimationEnd.cs 2.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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  29. using UnityEngine;
  30. using System.Collections;
  31. using Spine;
  32. namespace Spine.Unity {
  33. /// <summary>
  34. /// Use this as a condition-blocking yield instruction for Unity Coroutines.
  35. /// The routine will pause until the AnimationState.TrackEntry fires its End event.
  36. /// <p/>
  37. /// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
  38. /// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
  39. /// for more information on when track events will be triggered.</summary>
  40. public class WaitForSpineAnimationEnd : WaitForSpineAnimation, IEnumerator {
  41. public WaitForSpineAnimationEnd (Spine.TrackEntry trackEntry) :
  42. base(trackEntry, AnimationEventTypes.End)
  43. {
  44. }
  45. #region Reuse
  46. /// <summary>
  47. /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
  48. /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
  49. public WaitForSpineAnimationEnd NowWaitFor (Spine.TrackEntry trackEntry) {
  50. SafeSubscribe(trackEntry, AnimationEventTypes.End);
  51. return this;
  52. }
  53. #endregion
  54. }
  55. }