SpineEventUnityHandler.cs 3.4 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. using UnityEngine.Events;
  33. namespace Spine.Unity.Modules {
  34. public class SpineEventUnityHandler : MonoBehaviour {
  35. [System.Serializable]
  36. public class EventPair {
  37. [SpineEvent] public string spineEvent;
  38. public UnityEvent unityHandler;
  39. public AnimationState.TrackEntryEventDelegate eventDelegate;
  40. }
  41. public List<EventPair> events = new List<EventPair>();
  42. ISkeletonComponent skeletonComponent;
  43. IAnimationStateComponent animationStateComponent;
  44. void Start () {
  45. skeletonComponent = skeletonComponent ?? GetComponent<ISkeletonComponent>();
  46. if (skeletonComponent == null) return;
  47. animationStateComponent = animationStateComponent ?? skeletonComponent as IAnimationStateComponent;
  48. if (animationStateComponent == null) return;
  49. var skeleton = skeletonComponent.Skeleton;
  50. if (skeleton == null) return;
  51. var skeletonData = skeleton.Data;
  52. var state = animationStateComponent.AnimationState;
  53. foreach (var ep in events) {
  54. var eventData = skeletonData.FindEvent(ep.spineEvent);
  55. ep.eventDelegate = ep.eventDelegate ?? delegate(TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
  56. state.Event += ep.eventDelegate;
  57. }
  58. }
  59. void OnDestroy () {
  60. animationStateComponent = animationStateComponent ?? GetComponent<IAnimationStateComponent>();
  61. if (animationStateComponent == null) return;
  62. var state = animationStateComponent.AnimationState;
  63. foreach (var ep in events) {
  64. if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
  65. ep.eventDelegate = null;
  66. }
  67. }
  68. }
  69. }