/****************************************************************************** * 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.TrackEntry fires its Complete event. public class WaitForSpineAnimationComplete : IEnumerator { bool m_WasFired = false; public WaitForSpineAnimationComplete (Spine.TrackEntry trackEntry) { SafeSubscribe(trackEntry); } void HandleComplete (TrackEntry trackEntry) { m_WasFired = true; } void SafeSubscribe (Spine.TrackEntry trackEntry) { if (trackEntry == null) { // Break immediately if trackEntry is null. Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately."); m_WasFired = true; } else { trackEntry.Complete += HandleComplete; } } #region Reuse /// /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete. public WaitForSpineAnimationComplete NowWaitFor (Spine.TrackEntry trackEntry) { SafeSubscribe(trackEntry); return this; } #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 } }