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108 lines
4.2 KiB
108 lines
4.2 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE 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 System; |
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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.TrackEntry fires any of the |
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/// configured events. |
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/// <p/> |
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/// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see> |
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/// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/> |
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/// for more information on when track events will be triggered.</summary> |
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public class WaitForSpineAnimation : IEnumerator { |
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[Flags] |
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public enum AnimationEventTypes |
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{ |
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Start = 1, |
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Interrupt = 2, |
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End = 4, |
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Dispose = 8, |
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Complete = 16 |
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} |
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bool m_WasFired = false; |
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public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { |
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SafeSubscribe(trackEntry, eventsToWaitFor); |
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} |
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#region Reuse |
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/// <summary> |
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/// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure. |
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/// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary> |
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public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { |
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SafeSubscribe(trackEntry, eventsToWaitFor); |
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return this; |
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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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protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) { |
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if (trackEntry == null) { |
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// Break immediately if trackEntry is null. |
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Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately."); |
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m_WasFired = true; |
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} |
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else { |
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if ((eventsToWaitFor & AnimationEventTypes.Start) != 0) |
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trackEntry.Start += HandleComplete; |
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if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0) |
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trackEntry.Interrupt += HandleComplete; |
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if ((eventsToWaitFor & AnimationEventTypes.End) != 0) |
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trackEntry.End += HandleComplete; |
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if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0) |
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trackEntry.Dispose += HandleComplete; |
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if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0) |
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trackEntry.Complete += HandleComplete; |
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} |
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} |
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void HandleComplete (TrackEntry trackEntry) { |
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m_WasFired = true; |
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} |
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} |
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}
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