/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; using System.Collections; using Spine; namespace Spine.Unity { /// /// 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. 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 /// /// 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. 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 } }