WaitForSpineTrackEntryEnd.cs 3.1 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 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.</summary>
  36. public class WaitForSpineTrackEntryEnd : IEnumerator {
  37. bool m_WasFired = false;
  38. public WaitForSpineTrackEntryEnd (Spine.TrackEntry trackEntry) {
  39. SafeSubscribe(trackEntry);
  40. }
  41. void HandleEnd (TrackEntry trackEntry) {
  42. m_WasFired = true;
  43. }
  44. void SafeSubscribe (Spine.TrackEntry trackEntry) {
  45. if (trackEntry == null) {
  46. // Break immediately if trackEntry is null.
  47. Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
  48. m_WasFired = true;
  49. } else {
  50. trackEntry.End += HandleEnd;
  51. }
  52. }
  53. #region Reuse
  54. /// <summary>
  55. /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
  56. /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationEnd.</summary>
  57. public WaitForSpineTrackEntryEnd NowWaitFor (Spine.TrackEntry trackEntry) {
  58. SafeSubscribe(trackEntry);
  59. return this;
  60. }
  61. #endregion
  62. #region IEnumerator
  63. bool IEnumerator.MoveNext () {
  64. if (m_WasFired) {
  65. ((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
  66. return false;
  67. }
  68. return true;
  69. }
  70. void IEnumerator.Reset () { m_WasFired = false; }
  71. object IEnumerator.Current { get { return null; } }
  72. #endregion
  73. }
  74. }