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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 Spine;
- namespace Spine.Unity {
- /// <summary>
- /// 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.</summary>
- 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
- /// <summary>
- /// 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.</summary>
- 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
- }
- }
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