63 lines
3.1 KiB
Plaintext
63 lines
3.1 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 UnityEngine;
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using System.Collections;
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using Spine;
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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 its Complete event.
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/// It can be configured to trigger on the End event as well to cover interruption.
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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 WaitForSpineAnimationComplete : WaitForSpineAnimation, IEnumerator {
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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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#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 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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