|
@@ -0,0 +1,82 @@
|
|
|
|
|
+/******************************************************************************
|
|
|
|
|
+ * 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 System.Collections.Generic;
|
|
|
|
|
+using UnityEngine;
|
|
|
|
|
+using UnityEngine.Events;
|
|
|
|
|
+
|
|
|
|
|
+namespace Spine.Unity.Modules {
|
|
|
|
|
+
|
|
|
|
|
+ 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 () {
|
|
|
|
|
+ skeletonComponent = skeletonComponent ?? GetComponent<ISkeletonComponent>();
|
|
|
|
|
+ if (skeletonComponent == null) return;
|
|
|
|
|
+ animationStateComponent = animationStateComponent ?? skeletonComponent as IAnimationStateComponent;
|
|
|
|
|
+ if (animationStateComponent == null) return;
|
|
|
|
|
+ var skeleton = skeletonComponent.Skeleton;
|
|
|
|
|
+ if (skeleton == null) return;
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ var skeletonData = skeleton.Data;
|
|
|
|
|
+ var state = animationStateComponent.AnimationState;
|
|
|
|
|
+ foreach (var ep in events) {
|
|
|
|
|
+ var 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 () {
|
|
|
|
|
+ animationStateComponent = animationStateComponent ?? GetComponent<IAnimationStateComponent>();
|
|
|
|
|
+ if (animationStateComponent == null) return;
|
|
|
|
|
+
|
|
|
|
|
+ var state = animationStateComponent.AnimationState;
|
|
|
|
|
+ foreach (var ep in events) {
|
|
|
|
|
+ if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
|
|
|
|
|
+ ep.eventDelegate = null;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|