107 lines
4.2 KiB
C#
107 lines
4.2 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections;
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using UnityEngine;
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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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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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} 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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