83 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Spine.Unity.Modules {
public class SpineEventUnityHandler : MonoBehaviour {
[System.Serializable]
public class EventPair {
[SpineEvent] public string spineEvent;
public UnityEvent unityHandler;
public AnimationState.TrackEntryEventDelegate eventDelegate;
}
public List<EventPair> events = new List<EventPair>();
ISkeletonComponent skeletonComponent;
IAnimationStateComponent animationStateComponent;
void Start () {
skeletonComponent = skeletonComponent ?? GetComponent<ISkeletonComponent>();
if (skeletonComponent == null) return;
animationStateComponent = animationStateComponent ?? skeletonComponent as IAnimationStateComponent;
if (animationStateComponent == null) return;
var skeleton = skeletonComponent.Skeleton;
if (skeleton == null) return;
var skeletonData = skeleton.Data;
var state = animationStateComponent.AnimationState;
foreach (var ep in events) {
var eventData = skeletonData.FindEvent(ep.spineEvent);
ep.eventDelegate = ep.eventDelegate ?? delegate(TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
state.Event += ep.eventDelegate;
}
}
void OnDestroy () {
animationStateComponent = animationStateComponent ?? GetComponent<IAnimationStateComponent>();
if (animationStateComponent == null) return;
var state = animationStateComponent.AnimationState;
foreach (var ep in events) {
if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
ep.eventDelegate = null;
}
}
}
}