SpineEventUnityHandler.cs 3.4 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, 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. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using System.Collections.Generic;
  30. using UnityEngine;
  31. using UnityEngine.Events;
  32. namespace Spine.Unity.Prototyping {
  33. public class SpineEventUnityHandler : MonoBehaviour {
  34. [System.Serializable]
  35. public class EventPair {
  36. [SpineEvent] public string spineEvent;
  37. public UnityEvent unityHandler;
  38. public AnimationState.TrackEntryEventDelegate eventDelegate;
  39. }
  40. public List<EventPair> events = new List<EventPair>();
  41. ISkeletonComponent skeletonComponent;
  42. IAnimationStateComponent animationStateComponent;
  43. void Start () {
  44. if (skeletonComponent == null)
  45. skeletonComponent = GetComponent<ISkeletonComponent>();
  46. if (skeletonComponent == null) return;
  47. if (animationStateComponent == null)
  48. animationStateComponent = skeletonComponent as IAnimationStateComponent;
  49. if (animationStateComponent == null) return;
  50. var skeleton = skeletonComponent.Skeleton;
  51. if (skeleton == null) return;
  52. var skeletonData = skeleton.Data;
  53. var state = animationStateComponent.AnimationState;
  54. foreach (var ep in events) {
  55. var eventData = skeletonData.FindEvent(ep.spineEvent);
  56. ep.eventDelegate = ep.eventDelegate ?? delegate (TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
  57. state.Event += ep.eventDelegate;
  58. }
  59. }
  60. void OnDestroy () {
  61. if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
  62. if (animationStateComponent.IsNullOrDestroyed()) return;
  63. var state = animationStateComponent.AnimationState;
  64. foreach (var ep in events) {
  65. if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
  66. ep.eventDelegate = null;
  67. }
  68. }
  69. }
  70. }