SpinePlayableHandleBase.cs 2.6 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated May 1, 2019. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2019, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
  19. * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
  20. * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
  21. * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
  22. * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
  23. * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
  24. * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
  25. * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  26. * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
  27. * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. //using UnityEngine.Playables;
  33. namespace Spine.Unity.Playables {
  34. public delegate void SpineEventDelegate (Spine.Event e);
  35. /// <summary>Base class for Spine Playable Handle components, commonly for integrating with UnityEngine Timeline.</summary>
  36. public abstract class SpinePlayableHandleBase : MonoBehaviour {
  37. /// <summary>Gets the SkeletonData of the targeted Spine component.</summary>
  38. public abstract SkeletonData SkeletonData { get; }
  39. public abstract Skeleton Skeleton { get; }
  40. /// <summary>Subscribe to this to handle user events played by the Unity playable</summary>
  41. public event SpineEventDelegate AnimationEvents;
  42. public virtual void HandleEvents (ExposedList<Event> eventBuffer) {
  43. if (eventBuffer == null || AnimationEvents == null) return;
  44. for (int i = 0, n = eventBuffer.Count; i < n; i++)
  45. AnimationEvents.Invoke(eventBuffer.Items[i]);
  46. }
  47. }
  48. }