fix:1、添加项目
This commit is contained in:
+108
@@ -0,0 +1,108 @@
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/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 UnityEngine;
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using System.Collections;
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using System;
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namespace Spine.Unity {
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/// <summary>
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/// Use this as a condition-blocking yield instruction for Unity Coroutines.
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/// The routine will pause until the AnimationState.TrackEntry fires any of the
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/// configured events.
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/// <p/>
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/// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
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/// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
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/// for more information on when track events will be triggered.</summary>
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public class WaitForSpineAnimation : IEnumerator {
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[Flags]
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public enum AnimationEventTypes
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{
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Start = 1,
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Interrupt = 2,
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End = 4,
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Dispose = 8,
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Complete = 16
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}
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bool m_WasFired = false;
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public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
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SafeSubscribe(trackEntry, eventsToWaitFor);
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}
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#region Reuse
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/// <summary>
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/// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
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/// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
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public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
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SafeSubscribe(trackEntry, eventsToWaitFor);
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return this;
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}
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#endregion
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#region IEnumerator
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bool IEnumerator.MoveNext () {
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if (m_WasFired) {
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((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
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return false;
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}
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return true;
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}
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void IEnumerator.Reset () { m_WasFired = false; }
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object IEnumerator.Current { get { return null; } }
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#endregion
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protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
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if (trackEntry == null) {
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// Break immediately if trackEntry is null.
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Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
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m_WasFired = true;
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}
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else {
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if ((eventsToWaitFor & AnimationEventTypes.Start) != 0)
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trackEntry.Start += HandleComplete;
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if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0)
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trackEntry.Interrupt += HandleComplete;
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if ((eventsToWaitFor & AnimationEventTypes.End) != 0)
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trackEntry.End += HandleComplete;
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if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0)
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trackEntry.Dispose += HandleComplete;
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if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0)
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trackEntry.Complete += HandleComplete;
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}
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}
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void HandleComplete (TrackEntry trackEntry) {
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m_WasFired = true;
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}
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}
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}
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+12
@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: d9be5adcaf0003849a1d181173c19635
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||||
timeCreated: 1566289729
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+62
@@ -0,0 +1,62 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 UnityEngine;
|
||||
using System.Collections;
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||||
using Spine;
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||||
|
||||
namespace Spine.Unity {
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||||
/// <summary>
|
||||
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
|
||||
/// The routine will pause until the AnimationState.TrackEntry fires its Complete event.
|
||||
/// It can be configured to trigger on the End event as well to cover interruption.
|
||||
/// <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>
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||||
public class WaitForSpineAnimationComplete : WaitForSpineAnimation, IEnumerator {
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||||
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public WaitForSpineAnimationComplete (Spine.TrackEntry trackEntry, bool includeEndEvent = false) :
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base(trackEntry,
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includeEndEvent ? (AnimationEventTypes.Complete | AnimationEventTypes.End) : AnimationEventTypes.Complete)
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{
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}
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||||
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||||
#region Reuse
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||||
/// <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>
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||||
public WaitForSpineAnimationComplete NowWaitFor (Spine.TrackEntry trackEntry, bool includeEndEvent = false) {
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SafeSubscribe(trackEntry,
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includeEndEvent ? (AnimationEventTypes.Complete | AnimationEventTypes.End) : AnimationEventTypes.Complete);
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return this;
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}
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#endregion
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||||
}
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||||
}
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||||
+12
@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
|
||||
guid: a807dd9fb79db3545b6c2859a2bbfc0b
|
||||
timeCreated: 1449704018
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+59
@@ -0,0 +1,59 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
/// <summary>
|
||||
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
|
||||
/// The routine will pause until the AnimationState.TrackEntry fires its End event.
|
||||
/// <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 WaitForSpineAnimationEnd : WaitForSpineAnimation, IEnumerator {
|
||||
|
||||
public WaitForSpineAnimationEnd (Spine.TrackEntry trackEntry) :
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||||
base(trackEntry, AnimationEventTypes.End)
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||||
{
|
||||
}
|
||||
|
||||
#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 WaitForSpineAnimationEnd NowWaitFor (Spine.TrackEntry trackEntry) {
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||||
SafeSubscribe(trackEntry, AnimationEventTypes.End);
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||||
return this;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c5a5fe930d1ab24da154d76b24c2747
|
||||
timeCreated: 1566288961
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+159
@@ -0,0 +1,159 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
/// <summary>
|
||||
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
|
||||
/// The routine will pause until the AnimationState fires an event matching the given event name or EventData reference.</summary>
|
||||
public class WaitForSpineEvent : IEnumerator {
|
||||
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||||
Spine.EventData m_TargetEvent;
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||||
string m_EventName;
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||||
Spine.AnimationState m_AnimationState;
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||||
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bool m_WasFired = false;
|
||||
bool m_unsubscribeAfterFiring = false;
|
||||
|
||||
#region Constructors
|
||||
void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) {
|
||||
if (state == null) {
|
||||
Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately.");
|
||||
m_WasFired = true;
|
||||
return;
|
||||
} else if (eventDataReference == null) {
|
||||
Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately.");
|
||||
m_WasFired = true;
|
||||
return;
|
||||
}
|
||||
|
||||
m_AnimationState = state;
|
||||
m_TargetEvent = eventDataReference;
|
||||
state.Event += HandleAnimationStateEvent;
|
||||
|
||||
m_unsubscribeAfterFiring = unsubscribe;
|
||||
|
||||
}
|
||||
|
||||
void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) {
|
||||
if (state == null) {
|
||||
Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately.");
|
||||
m_WasFired = true;
|
||||
return;
|
||||
} else if (string.IsNullOrEmpty(eventName)) {
|
||||
Debug.LogWarning("eventName argument was null. Coroutine will continue immediately.");
|
||||
m_WasFired = true;
|
||||
return;
|
||||
}
|
||||
|
||||
m_AnimationState = state;
|
||||
m_EventName = eventName;
|
||||
state.Event += HandleAnimationStateEventByName;
|
||||
|
||||
m_unsubscribeAfterFiring = unsubscribe;
|
||||
}
|
||||
|
||||
public WaitForSpineEvent (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
|
||||
Subscribe(state, eventDataReference, unsubscribeAfterFiring);
|
||||
}
|
||||
|
||||
public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
|
||||
// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
|
||||
Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring);
|
||||
}
|
||||
|
||||
public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
|
||||
SubscribeByName(state, eventName, unsubscribeAfterFiring);
|
||||
}
|
||||
|
||||
public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) {
|
||||
// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
|
||||
SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
void HandleAnimationStateEventByName (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
m_WasFired |= (e.Data.Name == m_EventName); // Check event name string match.
|
||||
if (m_WasFired && m_unsubscribeAfterFiring)
|
||||
m_AnimationState.Event -= HandleAnimationStateEventByName; // Unsubscribe after correct event fires.
|
||||
}
|
||||
|
||||
void HandleAnimationStateEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
m_WasFired |= (e.Data == m_TargetEvent); // Check event data reference match.
|
||||
if (m_WasFired && m_unsubscribeAfterFiring)
|
||||
m_AnimationState.Event -= HandleAnimationStateEvent; // Usubscribe after correct event fires.
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Reuse
|
||||
/// <summary>
|
||||
/// By default, WaitForSpineEvent will unsubscribe from the event immediately after it fires a correct matching event.
|
||||
/// If you want to reuse this WaitForSpineEvent instance on the same event, you can set this to false.</summary>
|
||||
public bool WillUnsubscribeAfterFiring { get { return m_unsubscribeAfterFiring; } set { m_unsubscribeAfterFiring = value; } }
|
||||
|
||||
public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
|
||||
((IEnumerator)this).Reset();
|
||||
Clear(state);
|
||||
Subscribe(state, eventDataReference, unsubscribeAfterFiring);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
|
||||
((IEnumerator)this).Reset();
|
||||
Clear(state);
|
||||
SubscribeByName(state, eventName, unsubscribeAfterFiring);
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
void Clear (Spine.AnimationState state) {
|
||||
state.Event -= HandleAnimationStateEvent;
|
||||
state.Event -= HandleAnimationStateEventByName;
|
||||
}
|
||||
#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
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc166d883db083e469872998172f2d38
|
||||
timeCreated: 1449701857
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
+85
@@ -0,0 +1,85 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
/// <summary>
|
||||
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
|
||||
/// The routine will pause until the AnimationState.TrackEntry fires its End event.</summary>
|
||||
public class WaitForSpineTrackEntryEnd : IEnumerator {
|
||||
|
||||
bool m_WasFired = false;
|
||||
|
||||
public WaitForSpineTrackEntryEnd (Spine.TrackEntry trackEntry) {
|
||||
SafeSubscribe(trackEntry);
|
||||
}
|
||||
|
||||
void HandleEnd (TrackEntry trackEntry) {
|
||||
m_WasFired = true;
|
||||
}
|
||||
|
||||
void SafeSubscribe (Spine.TrackEntry trackEntry) {
|
||||
if (trackEntry == null) {
|
||||
// Break immediately if trackEntry is null.
|
||||
Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
|
||||
m_WasFired = true;
|
||||
} else {
|
||||
trackEntry.End += HandleEnd;
|
||||
}
|
||||
}
|
||||
|
||||
#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 WaitForSpineAnimationEnd.</summary>
|
||||
public WaitForSpineTrackEntryEnd NowWaitFor (Spine.TrackEntry trackEntry) {
|
||||
SafeSubscribe(trackEntry);
|
||||
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
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8036c6c2897d2764db92f632d2aef568
|
||||
timeCreated: 1480672707
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user