mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[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:
parent
df435cdfc7
commit
bf052f9a4e
@ -171,6 +171,10 @@
|
||||
* **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`.
|
||||
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9be5adcaf0003849a1d181173c19635
|
||||
timeCreated: 1566289729
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -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
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c5a5fe930d1ab24da154d76b24c2747
|
||||
timeCreated: 1566288961
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
x
Reference in New Issue
Block a user