[unity] Improved yield instructions for animation track events such as End, Complete, Interrupt. Added a generic version to wait for any combination of events. Closes #1457

This commit is contained in:
Harald Csaszar 2019-08-20 11:01:01 +02:00
parent 7482e4a212
commit 0d79a4b7c8
6 changed files with 209 additions and 37 deletions

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@ -246,6 +246,10 @@
* **Restrictions** As all Spine shaders, the LWRP shaders **do not support `Premultiply alpha` (PMA) atlas textures in Linear color space**. Please export your atlas textures as `straight alpha` textures with disabled `Premultiply alpha` setting when using Linear color space. You can check the current color space via `Project Settings - Player - Other Settings - Color Space.`.
* **Example:** You can find an example scene in the package under `com.esotericsoftware.spine.lwrp-shaders-3.8/Examples/LWRP Shaders.unity` that demonstrates usage of the LWRP shaders.
* Added `Spine/Skeleton Lit ZWrite` shader. This variant of the `Spine/Skeleton Lit` shader writes to the depth buffer with configurable depth alpha threshold. Apart from that it is identical to `Spine/Skeleton Lit`.
* Additional yield instructions to wait for animation track events `End`, `Complete` and `Interrupt`.
* `WaitForSpineAnimationComplete` now proves an additional `bool includeEndEvent` parameter, defaults to `false` (previous behaviour).
* Added a new `WaitForSpineAnimationEnd` yield instruction.
* Added a new generic `WaitForSpineAnimation` yield instruction which can be configured to wait for any combination of animation track events. It is now used as base class for `WaitForSpineAnimationComplete` and `WaitForSpineAnimationEnd`.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.

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@ -0,0 +1,108 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System;
namespace Spine.Unity {
/// <summary>
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
/// The routine will pause until the AnimationState.TrackEntry fires any of the
/// configured events.
/// <p/>
/// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
/// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
/// for more information on when track events will be triggered.</summary>
public class WaitForSpineAnimation : IEnumerator {
[Flags]
public enum AnimationEventTypes
{
Start = 1,
Interrupt = 2,
End = 4,
Dispose = 8,
Complete = 16
}
bool m_WasFired = false;
public WaitForSpineAnimation (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
SafeSubscribe(trackEntry, eventsToWaitFor);
}
#region Reuse
/// <summary>
/// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
/// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
public WaitForSpineAnimation NowWaitFor (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
SafeSubscribe(trackEntry, eventsToWaitFor);
return this;
}
#endregion
#region IEnumerator
bool IEnumerator.MoveNext () {
if (m_WasFired) {
((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
return false;
}
return true;
}
void IEnumerator.Reset () { m_WasFired = false; }
object IEnumerator.Current { get { return null; } }
#endregion
protected void SafeSubscribe (Spine.TrackEntry trackEntry, AnimationEventTypes eventsToWaitFor) {
if (trackEntry == null) {
// Break immediately if trackEntry is null.
Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
m_WasFired = true;
}
else {
if ((eventsToWaitFor & AnimationEventTypes.Start) != 0)
trackEntry.Start += HandleComplete;
if ((eventsToWaitFor & AnimationEventTypes.Interrupt) != 0)
trackEntry.Interrupt += HandleComplete;
if ((eventsToWaitFor & AnimationEventTypes.End) != 0)
trackEntry.End += HandleComplete;
if ((eventsToWaitFor & AnimationEventTypes.Dispose) != 0)
trackEntry.Dispose += HandleComplete;
if ((eventsToWaitFor & AnimationEventTypes.Complete) != 0)
trackEntry.Complete += HandleComplete;
}
}
void HandleComplete (TrackEntry trackEntry) {
m_WasFired = true;
}
}
}

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@ -34,52 +34,29 @@ using Spine;
namespace Spine.Unity {
/// <summary>
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
/// The routine will pause until the AnimationState.TrackEntry fires its Complete event.</summary>
public class WaitForSpineAnimationComplete : IEnumerator {
/// The routine will pause until the AnimationState.TrackEntry fires its Complete event.
/// It can be configured to trigger on the End event as well to cover interruption.
/// <p/>
/// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
/// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
/// for more information on when track events will be triggered.</summary>
public class WaitForSpineAnimationComplete : WaitForSpineAnimation, IEnumerator {
bool m_WasFired = false;
public WaitForSpineAnimationComplete (Spine.TrackEntry trackEntry) {
SafeSubscribe(trackEntry);
}
void HandleComplete (TrackEntry trackEntry) {
m_WasFired = true;
}
void SafeSubscribe (Spine.TrackEntry trackEntry) {
if (trackEntry == null) {
// Break immediately if trackEntry is null.
Debug.LogWarning("TrackEntry was null. Coroutine will continue immediately.");
m_WasFired = true;
} else {
trackEntry.Complete += HandleComplete;
}
public WaitForSpineAnimationComplete (Spine.TrackEntry trackEntry, bool includeEndEvent = false) :
base(trackEntry,
includeEndEvent ? (AnimationEventTypes.Complete | AnimationEventTypes.End) : AnimationEventTypes.Complete)
{
}
#region Reuse
/// <summary>
/// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
/// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
public WaitForSpineAnimationComplete NowWaitFor (Spine.TrackEntry trackEntry) {
SafeSubscribe(trackEntry);
public WaitForSpineAnimationComplete NowWaitFor (Spine.TrackEntry trackEntry, bool includeEndEvent = false) {
SafeSubscribe(trackEntry,
includeEndEvent ? (AnimationEventTypes.Complete | AnimationEventTypes.End) : AnimationEventTypes.Complete);
return this;
}
#endregion
#region IEnumerator
bool IEnumerator.MoveNext () {
if (m_WasFired) {
((IEnumerator)this).Reset(); // auto-reset for YieldInstruction reuse
return false;
}
return true;
}
void IEnumerator.Reset () { m_WasFired = false; }
object IEnumerator.Current { get { return null; } }
#endregion
}
}

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@ -0,0 +1,59 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
namespace Spine.Unity {
/// <summary>
/// Use this as a condition-blocking yield instruction for Unity Coroutines.
/// The routine will pause until the AnimationState.TrackEntry fires its End event.
/// <p/>
/// See the <see cref="http://esotericsoftware.com/spine-unity-events">Spine Unity Events documentation page</see>
/// and <see cref="http://esotericsoftware.com/spine-api-reference#AnimationStateListener"/>
/// for more information on when track events will be triggered.</summary>
public class WaitForSpineAnimationEnd : WaitForSpineAnimation, IEnumerator {
public WaitForSpineAnimationEnd (Spine.TrackEntry trackEntry) :
base(trackEntry, AnimationEventTypes.End)
{
}
#region Reuse
/// <summary>
/// One optimization high-frequency YieldInstruction returns is to cache instances to minimize GC pressure.
/// Use NowWaitFor to reuse the same instance of WaitForSpineAnimationComplete.</summary>
public WaitForSpineAnimationEnd NowWaitFor (Spine.TrackEntry trackEntry) {
SafeSubscribe(trackEntry, AnimationEventTypes.End);
return this;
}
#endregion
}
}

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