2024-11-21 09:35:48 +08:00

83 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Spine.Unity.Prototyping {
public class SpineEventUnityHandler : MonoBehaviour {
[System.Serializable]
public class EventPair {
[SpineEvent] public string spineEvent;
public UnityEvent unityHandler;
public AnimationState.TrackEntryEventDelegate eventDelegate;
}
public List<EventPair> events = new List<EventPair>();
ISkeletonComponent skeletonComponent;
IAnimationStateComponent animationStateComponent;
void Start () {
if (skeletonComponent == null)
skeletonComponent = GetComponent<ISkeletonComponent>();
if (skeletonComponent == null) return;
if (animationStateComponent == null)
animationStateComponent = skeletonComponent as IAnimationStateComponent;
if (animationStateComponent == null) return;
Skeleton skeleton = skeletonComponent.Skeleton;
if (skeleton == null) return;
SkeletonData skeletonData = skeleton.Data;
AnimationState state = animationStateComponent.AnimationState;
foreach (EventPair ep in events) {
EventData eventData = skeletonData.FindEvent(ep.spineEvent);
ep.eventDelegate = ep.eventDelegate ?? delegate (TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
state.Event += ep.eventDelegate;
}
}
void OnDestroy () {
if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
if (animationStateComponent.IsNullOrDestroyed()) return;
AnimationState state = animationStateComponent.AnimationState;
foreach (EventPair ep in events) {
if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
ep.eventDelegate = null;
}
}
}
}