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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 System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Events;
- namespace Spine.Unity.Prototyping {
- 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 () {
- if (skeletonComponent == null)
- skeletonComponent = GetComponent<ISkeletonComponent>();
- if (skeletonComponent == null) return;
- if (animationStateComponent == null)
- 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 () {
- if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
- if (animationStateComponent.IsNullOrDestroyed()) return;
- var state = animationStateComponent.AnimationState;
- foreach (var ep in events) {
- if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
- ep.eventDelegate = null;
- }
- }
- }
- }
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