|
@@ -0,0 +1,108 @@
|
|
|
+/******************************************************************************
|
|
|
+ * Spine Runtimes License Agreement
|
|
|
+ * Last updated May 1, 2019. Replaces all prior versions.
|
|
|
+ *
|
|
|
+ * Copyright (c) 2013-2019, 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.
|
|
|
+ *
|
|
|
+ * THIS SOFTWARE IS 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 THIS SOFTWARE,
|
|
|
+ * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
+ *****************************************************************************/
|
|
|
+
|
|
|
+using UnityEngine;
|
|
|
+using System.Collections;
|
|
|
+using System;
|
|
|
+
|
|
|
+namespace Spine.Unity {
|
|
|
+ /// <summary>
|
|
|
+ /// Use this as a condition-blocking yield instruction for Unity Coroutines.
|
|
|
+ /// The routine will pause until the AnimationState.TrackEntry fires any of the
|
|
|
+ /// configured events.
|
|
|
+ /// <p/>
|
|
|
+ /// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
|
|
|
+ /// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
|
|
|
+ /// for more information on when track events will be triggered.</summary>
|
|
|
+ public class WaitForSpineAnimation : IEnumerator {
|
|
|
+
|
|
|
+ [Flags]
|
|
|
+ public enum AnimationEventTypes
|
|
|
+ {
|
|
|
+ Start = 1,
|
|
|
+ Interrupt = 2,
|
|
|
+ End = 4,
|
|
|
+ Dispose = 8,
|
|
|
+ Complete = 16
|
|
|
+ }
|
|
|
+
|
|
|
+ bool m_WasFired = false;
|
|
|
+
|
|
|
+ public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
|
|
|
+ SafeSubscribe(trackEntry, eventsToWaitFor);
|
|
|
+ }
|
|
|
+
|
|
|
+ #region Reuse
|
|
|
+ /// <summary>
|
|
|
+ /// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
|
|
|
+ /// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
|
|
|
+ public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
|
|
|
+ SafeSubscribe(trackEntry, eventsToWaitFor);
|
|
|
+ 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
|
|
|
+
|
|
|
+ protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
|
|
|
+ if (trackEntry == null) {
|
|
|
+ // Break immediately if trackEntry is null.
|
|
|
+ Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
|
|
|
+ m_WasFired = true;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if ((eventsToWaitFor & AnimationEventTypes.Start) != 0)
|
|
|
+ trackEntry.Start += HandleComplete;
|
|
|
+ if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0)
|
|
|
+ trackEntry.Interrupt += HandleComplete;
|
|
|
+ if ((eventsToWaitFor & AnimationEventTypes.End) != 0)
|
|
|
+ trackEntry.End += HandleComplete;
|
|
|
+ if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0)
|
|
|
+ trackEntry.Dispose += HandleComplete;
|
|
|
+ if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0)
|
|
|
+ trackEntry.Complete += HandleComplete;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void HandleComplete (TrackEntry trackEntry) {
|
|
|
+ m_WasFired = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|