WaitForSpineAnimation.cs 4.2 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
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using UnityEngine;
  30. using System.Collections;
  31. using System;
  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 any of the
  36. /// configured events.
  37. /// <p/>
  38. /// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
  39. /// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
  40. /// for more information on when track events will be triggered.</summary>
  41. public class WaitForSpineAnimation : IEnumerator {
  42. [Flags]
  43. public enum AnimationEventTypes
  44. {
  45. Start = 1,
  46. Interrupt = 2,
  47. End = 4,
  48. Dispose = 8,
  49. Complete = 16
  50. }
  51. bool m_WasFired = false;
  52. public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
  53. SafeSubscribe(trackEntry, eventsToWaitFor);
  54. }
  55. #region Reuse
  56. /// <summary>
  57. /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
  58. /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
  59. public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
  60. SafeSubscribe(trackEntry, eventsToWaitFor);
  61. return this;
  62. }
  63. #endregion
  64. #region IEnumerator
  65. bool IEnumerator.MoveNext () {
  66. if (m_WasFired) {
  67. ((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
  68. return false;
  69. }
  70. return true;
  71. }
  72. void IEnumerator.Reset () { m_WasFired = false; }
  73. object IEnumerator.Current { get { return null; } }
  74. #endregion
  75. protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
  76. if (trackEntry == null) {
  77. // Break immediately if trackEntry is null.
  78. Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
  79. m_WasFired = true;
  80. }
  81. else {
  82. if ((eventsToWaitFor & AnimationEventTypes.Start) != 0)
  83. trackEntry.Start += HandleComplete;
  84. if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0)
  85. trackEntry.Interrupt += HandleComplete;
  86. if ((eventsToWaitFor & AnimationEventTypes.End) != 0)
  87. trackEntry.End += HandleComplete;
  88. if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0)
  89. trackEntry.Dispose += HandleComplete;
  90. if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0)
  91. trackEntry.Complete += HandleComplete;
  92. }
  93. }
  94. void HandleComplete (TrackEntry trackEntry) {
  95. m_WasFired = true;
  96. }
  97. }
  98. }