[Unity] Extra constructors for WaitForSpineEvent

This commit is contained in:
pharan 2015-12-31 09:34:56 +08:00
parent 914419d5fa
commit 4a7d3ecf96

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@ -75,9 +75,19 @@ namespace Spine {
Subscribe(state, eventDataReference, unsubscribeAfterFiring); Subscribe(state, eventDataReference, unsubscribeAfterFiring);
} }
public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring);
}
public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) { public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
SubscribeByName(state, eventName, unsubscribeAfterFiring); SubscribeByName(state, eventName, unsubscribeAfterFiring);
} }
public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) {
// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring);
}
#endregion #endregion
#region Event Handlers #region Event Handlers