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/******************************************************************************
* 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 {
/// <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
}
}