/****************************************************************************** * 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 events = new List(); ISkeletonComponent skeletonComponent; IAnimationStateComponent animationStateComponent; void Start () { skeletonComponent = skeletonComponent ?? GetComponent(); if (skeletonComponent == null) return; animationStateComponent = 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 () { animationStateComponent = animationStateComponent ?? GetComponent(); if (animationStateComponent == null) return; var state = animationStateComponent.AnimationState; foreach (var ep in events) { if (ep.eventDelegate != null) state.Event -= ep.eventDelegate; ep.eventDelegate = null; } } } }