81 lines
3.3 KiB
Plaintext
81 lines
3.3 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Spine.Unity.Prototyping {
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public class SpineEventUnityHandler : MonoBehaviour {
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[System.Serializable]
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public class EventPair {
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[SpineEvent] public string spineEvent;
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public UnityEvent unityHandler;
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public AnimationState.TrackEntryEventDelegate eventDelegate;
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}
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public List<EventPair> events = new List<EventPair>();
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ISkeletonComponent skeletonComponent;
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IAnimationStateComponent animationStateComponent;
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void Start () {
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skeletonComponent = skeletonComponent ?? GetComponent<ISkeletonComponent>();
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if (skeletonComponent == null) return;
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animationStateComponent = animationStateComponent ?? skeletonComponent as IAnimationStateComponent;
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if (animationStateComponent == null) return;
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var skeleton = skeletonComponent.Skeleton;
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if (skeleton == null) return;
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var skeletonData = skeleton.Data;
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var state = animationStateComponent.AnimationState;
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foreach (var ep in events) {
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var eventData = skeletonData.FindEvent(ep.spineEvent);
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ep.eventDelegate = ep.eventDelegate ?? delegate(TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
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state.Event += ep.eventDelegate;
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}
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}
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void OnDestroy () {
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animationStateComponent = animationStateComponent ?? GetComponent<IAnimationStateComponent>();
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if (animationStateComponent == null) return;
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var state = animationStateComponent.AnimationState;
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foreach (var ep in events) {
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if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
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ep.eventDelegate = null;
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}
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}
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}
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}
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