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161 lines
6.5 KiB
161 lines
6.5 KiB
2 years ago
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine;
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namespace Spine.Unity {
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/// <summary>
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/// Use this as a condition-blocking yield instruction for Unity Coroutines.
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/// The routine will pause until the AnimationState fires an event matching the given event name or EventData reference.</summary>
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public class WaitForSpineEvent : IEnumerator {
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Spine.EventData m_TargetEvent;
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string m_EventName;
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Spine.AnimationState m_AnimationState;
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bool m_WasFired = false;
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bool m_unsubscribeAfterFiring = false;
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#region Constructors
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void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) {
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if (state == null) {
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Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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} else if (eventDataReference == null) {
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Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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}
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m_AnimationState = state;
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m_TargetEvent = eventDataReference;
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state.Event += HandleAnimationStateEvent;
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m_unsubscribeAfterFiring = unsubscribe;
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}
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void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) {
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if (state == null) {
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Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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} else if (string.IsNullOrEmpty(eventName)) {
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Debug.LogWarning("eventName argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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}
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m_AnimationState = state;
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m_EventName = eventName;
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state.Event += HandleAnimationStateEventByName;
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m_unsubscribeAfterFiring = unsubscribe;
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}
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public WaitForSpineEvent (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
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Subscribe(state, eventDataReference, unsubscribeAfterFiring);
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}
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public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
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// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
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Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring);
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}
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public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
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SubscribeByName(state, eventName, unsubscribeAfterFiring);
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}
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public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) {
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// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
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SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring);
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}
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#endregion
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#region Event Handlers
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void HandleAnimationStateEventByName (Spine.TrackEntry trackEntry, Spine.Event e) {
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m_WasFired |= (e.Data.Name == m_EventName); // Check event name string match.
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if (m_WasFired && m_unsubscribeAfterFiring)
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m_AnimationState.Event -= HandleAnimationStateEventByName; // Unsubscribe after correct event fires.
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}
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void HandleAnimationStateEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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m_WasFired |= (e.Data == m_TargetEvent); // Check event data reference match.
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if (m_WasFired && m_unsubscribeAfterFiring)
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m_AnimationState.Event -= HandleAnimationStateEvent; // Usubscribe after correct event fires.
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}
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#endregion
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#region Reuse
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/// <summary>
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/// By default, WaitForSpineEvent will unsubscribe from the event immediately after it fires a correct matching event.
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/// If you want to reuse this WaitForSpineEvent instance on the same event, you can set this to false.</summary>
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public bool WillUnsubscribeAfterFiring { get { return m_unsubscribeAfterFiring; } set { m_unsubscribeAfterFiring = value; } }
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public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
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((IEnumerator)this).Reset();
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Clear(state);
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Subscribe(state, eventDataReference, unsubscribeAfterFiring);
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return this;
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}
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public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
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((IEnumerator)this).Reset();
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Clear(state);
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SubscribeByName(state, eventName, unsubscribeAfterFiring);
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return this;
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}
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void Clear (Spine.AnimationState state) {
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state.Event -= HandleAnimationStateEvent;
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state.Event -= HandleAnimationStateEventByName;
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}
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#endregion
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#region IEnumerator
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bool IEnumerator.MoveNext () {
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if (m_WasFired) {
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((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
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return false;
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}
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return true;
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}
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void IEnumerator.Reset () { m_WasFired = false; }
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object IEnumerator.Current { get { return null; } }
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#endregion
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}
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}
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