提交Spine插件
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* 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.</summary>
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public class WaitForSpineAnimationComplete : IEnumerator {
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bool m_WasFired = false;
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public WaitForSpineAnimationComplete (Spine.TrackEntry trackEntry) {
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SafeSubscribe(trackEntry);
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}
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void HandleComplete (TrackEntry trackEntry) {
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m_WasFired = true;
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}
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void SafeSubscribe (Spine.TrackEntry trackEntry) {
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if (trackEntry == null) {
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// Break immediately if trackEntry is null.
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Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
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m_WasFired = true;
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} else {
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trackEntry.Complete += HandleComplete;
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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) {
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SafeSubscribe(trackEntry);
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return this;
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}
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#endregion
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#region IEnumerator
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bool IEnumerator.MoveNext () {
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if (m_WasFired) {
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((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
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return false;
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}
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return true;
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}
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void IEnumerator.Reset () { m_WasFired = false; }
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object IEnumerator.Current { get { return null; } }
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#endregion
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}
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}
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fileFormatVersion: 2
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guid: a807dd9fb79db3545b6c2859a2bbfc0b
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timeCreated: 1449704018
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,159 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* 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 fires an event matching the given event name or EventData reference.</summary>
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public class WaitForSpineEvent : IEnumerator {
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Spine.EventData m_TargetEvent;
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string m_EventName;
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Spine.AnimationState m_AnimationState;
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bool m_WasFired = false;
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bool m_unsubscribeAfterFiring = false;
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#region Constructors
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void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) {
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if (state == null) {
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Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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} else if (eventDataReference == null) {
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Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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}
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m_AnimationState = state;
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m_TargetEvent = eventDataReference;
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state.Event += HandleAnimationStateEvent;
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m_unsubscribeAfterFiring = unsubscribe;
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}
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void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) {
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if (state == null) {
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Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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} else if (string.IsNullOrEmpty(eventName)) {
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Debug.LogWarning("eventName argument was null. Coroutine will continue immediately.");
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m_WasFired = true;
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return;
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}
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m_AnimationState = state;
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m_EventName = eventName;
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state.Event += HandleAnimationStateEventByName;
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m_unsubscribeAfterFiring = unsubscribe;
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}
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public WaitForSpineEvent (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
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Subscribe(state, eventDataReference, unsubscribeAfterFiring);
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}
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public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
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// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
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Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring);
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}
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public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
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SubscribeByName(state, eventName, unsubscribeAfterFiring);
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}
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public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) {
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// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
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SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring);
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}
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#endregion
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#region Event Handlers
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void HandleAnimationStateEventByName (Spine.TrackEntry trackEntry, Spine.Event e) {
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m_WasFired |= (e.Data.Name == m_EventName); // Check event name string match.
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if (m_WasFired && m_unsubscribeAfterFiring)
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m_AnimationState.Event -= HandleAnimationStateEventByName; // Unsubscribe after correct event fires.
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}
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void HandleAnimationStateEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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m_WasFired |= (e.Data == m_TargetEvent); // Check event data reference match.
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if (m_WasFired && m_unsubscribeAfterFiring)
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m_AnimationState.Event -= HandleAnimationStateEvent; // Usubscribe after correct event fires.
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}
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#endregion
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#region Reuse
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/// <summary>
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/// By default, WaitForSpineEvent will unsubscribe from the event immediately after it fires a correct matching event.
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/// If you want to reuse this WaitForSpineEvent instance on the same event, you can set this to false.</summary>
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public bool WillUnsubscribeAfterFiring { get { return m_unsubscribeAfterFiring; } set { m_unsubscribeAfterFiring = value; } }
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public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
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((IEnumerator)this).Reset();
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Clear(state);
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Subscribe(state, eventDataReference, unsubscribeAfterFiring);
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return this;
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}
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public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
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((IEnumerator)this).Reset();
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Clear(state);
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SubscribeByName(state, eventName, unsubscribeAfterFiring);
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return this;
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}
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void Clear (Spine.AnimationState state) {
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state.Event -= HandleAnimationStateEvent;
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state.Event -= HandleAnimationStateEventByName;
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}
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#endregion
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#region IEnumerator
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bool IEnumerator.MoveNext () {
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if (m_WasFired) {
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((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
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return false;
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}
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return true;
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}
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void IEnumerator.Reset () { m_WasFired = false; }
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object IEnumerator.Current { get { return null; } }
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#endregion
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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||||
guid: fc166d883db083e469872998172f2d38
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timeCreated: 1449701857
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licenseType: Free
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MonoImporter:
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,85 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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||||
* Last updated May 1, 2019. Replaces all prior versions.
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||||
*
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||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
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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,
|
||||
* "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.
|
||||
*
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||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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||||
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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||||
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
|
||||
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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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 End event.</summary>
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public class WaitForSpineTrackEntryEnd : IEnumerator {
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bool m_WasFired = false;
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public WaitForSpineTrackEntryEnd (Spine.TrackEntry trackEntry) {
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SafeSubscribe(trackEntry);
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}
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void HandleEnd (TrackEntry trackEntry) {
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m_WasFired = true;
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}
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void SafeSubscribe (Spine.TrackEntry trackEntry) {
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if (trackEntry == null) {
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// Break immediately if trackEntry is null.
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Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
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m_WasFired = true;
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} else {
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trackEntry.End += HandleEnd;
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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 WaitForSpineAnimationEnd.</summary>
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public WaitForSpineTrackEntryEnd NowWaitFor (Spine.TrackEntry trackEntry) {
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SafeSubscribe(trackEntry);
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return this;
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}
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#endregion
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#region IEnumerator
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bool IEnumerator.MoveNext () {
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if (m_WasFired) {
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((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
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return false;
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}
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return true;
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}
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void IEnumerator.Reset () { m_WasFired = false; }
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object IEnumerator.Current { get { return null; } }
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#endregion
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}
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}
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@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
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||||
guid: 8036c6c2897d2764db92f632d2aef568
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||||
timeCreated: 1480672707
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||||
licenseType: Free
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||||
MonoImporter:
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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Block a user