bingo 项目提交
This commit is contained in:
@@ -0,0 +1,825 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity {
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
|
||||
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
|
||||
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphic-Component")]
|
||||
public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
|
||||
|
||||
#region Inspector
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
|
||||
|
||||
[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)]
|
||||
public string initialSkinName;
|
||||
public bool initialFlipX, initialFlipY;
|
||||
|
||||
[SpineAnimation(dataField:"skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
public bool startingLoop;
|
||||
public float timeScale = 1f;
|
||||
public bool freeze;
|
||||
|
||||
/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
|
||||
public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
|
||||
protected UpdateMode updateMode = UpdateMode.FullUpdate;
|
||||
|
||||
/// <summary>Update mode used when the MeshRenderer becomes invisible
|
||||
/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically
|
||||
/// reset to <c>UpdateMode.FullUpdate</c> when the mesh becomes visible again.</summary>
|
||||
public UpdateMode updateWhenInvisible = UpdateMode.FullUpdate;
|
||||
|
||||
public bool unscaledTime;
|
||||
public bool allowMultipleCanvasRenderers = false;
|
||||
public List<CanvasRenderer> canvasRenderers = new List<CanvasRenderer>();
|
||||
protected List<RawImage> rawImages = new List<RawImage>();
|
||||
protected int usedRenderersCount = 0;
|
||||
|
||||
// Submesh Separation
|
||||
public const string SeparatorPartGameObjectName = "Part";
|
||||
/// <summary>Slot names used to populate separatorSlots list when the Skeleton is initialized. Changing this after initialization does nothing.</summary>
|
||||
[SerializeField] [SpineSlot] protected string[] separatorSlotNames = new string[0];
|
||||
|
||||
/// <summary>Slots that determine where the render is split. This is used by components such as SkeletonRenderSeparator so that the skeleton can be rendered by two separate renderers on different GameObjects.</summary>
|
||||
[System.NonSerialized] public readonly List<Slot> separatorSlots = new List<Slot>();
|
||||
public bool enableSeparatorSlots = false;
|
||||
[SerializeField] protected List<Transform> separatorParts = new List<Transform>();
|
||||
public List<Transform> SeparatorParts { get { return separatorParts; } }
|
||||
public bool updateSeparatorPartLocation = true;
|
||||
|
||||
private bool wasUpdatedAfterInit = true;
|
||||
private Texture baseTexture = null;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected override void OnValidate () {
|
||||
// This handles Scene View preview.
|
||||
base.OnValidate ();
|
||||
if (this.IsValid) {
|
||||
if (skeletonDataAsset == null) {
|
||||
Clear();
|
||||
} else if (skeletonDataAsset.skeletonJSON == null) {
|
||||
Clear();
|
||||
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
|
||||
Clear();
|
||||
Initialize(true);
|
||||
if (!allowMultipleCanvasRenderers && (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1))
|
||||
Debug.LogError("Unity UI does not support multiple textures per Renderer. Please enable 'Advanced - Multiple CanvasRenderers' to generate the required CanvasRenderer GameObjects. Otherwise your skeleton will not be rendered correctly.", this);
|
||||
} else {
|
||||
if (freeze) return;
|
||||
|
||||
if (!string.IsNullOrEmpty(initialSkinName)) {
|
||||
var skin = skeleton.data.FindSkin(initialSkinName);
|
||||
if (skin != null) {
|
||||
if (skin == skeleton.data.defaultSkin)
|
||||
skeleton.SetSkin((Skin)null);
|
||||
else
|
||||
skeleton.SetSkin(skin);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
|
||||
if (!Application.isPlaying) {
|
||||
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
|
||||
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
|
||||
|
||||
state.ClearTrack(0);
|
||||
skeleton.SetToSetupPose();
|
||||
if (!string.IsNullOrEmpty(startingAnimation)) {
|
||||
state.SetAnimation(0, startingAnimation, startingLoop);
|
||||
Update(0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Under some circumstances (e.g. sometimes on the first import) OnValidate is called
|
||||
// before SpineEditorUtilities.ImportSpineContent, causing an unnecessary exception.
|
||||
// The (skeletonDataAsset.skeletonJSON != null) condition serves to prevent this exception.
|
||||
if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON != null)
|
||||
Initialize(true);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Reset () {
|
||||
|
||||
base.Reset();
|
||||
if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
|
||||
Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
|
||||
}
|
||||
#endif
|
||||
#endregion
|
||||
|
||||
#region Runtime Instantiation
|
||||
/// <summary>Create a new GameObject with a SkeletonGraphic component.</summary>
|
||||
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
|
||||
public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent, Material material) {
|
||||
var sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, material);
|
||||
if (parent != null) sg.transform.SetParent(parent, false);
|
||||
return sg;
|
||||
}
|
||||
|
||||
/// <summary>Add a SkeletonGraphic component to a GameObject.</summary>
|
||||
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
|
||||
public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) {
|
||||
var c = gameObject.AddComponent<SkeletonGraphic>();
|
||||
if (skeletonDataAsset != null) {
|
||||
c.material = material;
|
||||
c.skeletonDataAsset = skeletonDataAsset;
|
||||
c.Initialize(false);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Overrides
|
||||
[System.NonSerialized] readonly Dictionary<Texture, Texture> customTextureOverride = new Dictionary<Texture, Texture>();
|
||||
/// <summary>Use this Dictionary to override a Texture with a different Texture.</summary>
|
||||
public Dictionary<Texture, Texture> CustomTextureOverride { get { return customTextureOverride; } }
|
||||
|
||||
[System.NonSerialized] readonly Dictionary<Texture, Material> customMaterialOverride = new Dictionary<Texture, Material>();
|
||||
/// <summary>Use this Dictionary to override the Material where the Texture was used at the original atlas.</summary>
|
||||
public Dictionary<Texture, Material> CustomMaterialOverride { get { return customMaterialOverride; } }
|
||||
|
||||
// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
|
||||
Texture overrideTexture;
|
||||
public Texture OverrideTexture {
|
||||
get { return overrideTexture; }
|
||||
set {
|
||||
overrideTexture = value;
|
||||
canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Internals
|
||||
public override Texture mainTexture {
|
||||
get {
|
||||
if (overrideTexture != null) return overrideTexture;
|
||||
return baseTexture;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Awake () {
|
||||
|
||||
base.Awake ();
|
||||
this.onCullStateChanged.AddListener(OnCullStateChanged);
|
||||
|
||||
SyncRawImagesWithCanvasRenderers();
|
||||
if (!this.IsValid) {
|
||||
#if UNITY_EDITOR
|
||||
// workaround for special import case of open scene where OnValidate and Awake are
|
||||
// called in wrong order, before setup of Spine assets.
|
||||
if (!Application.isPlaying) {
|
||||
if (this.skeletonDataAsset != null && this.skeletonDataAsset.skeletonJSON == null)
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
Initialize(false);
|
||||
Rebuild(CanvasUpdate.PreRender);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDestroy () {
|
||||
Clear();
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
public override void Rebuild (CanvasUpdate update) {
|
||||
base.Rebuild(update);
|
||||
if (canvasRenderer.cull) return;
|
||||
if (update == CanvasUpdate.PreRender) UpdateMesh(keepRendererCount : true);
|
||||
if (allowMultipleCanvasRenderers) canvasRenderer.Clear();
|
||||
}
|
||||
|
||||
protected override void OnDisable () {
|
||||
base.OnDisable();
|
||||
foreach (var canvasRenderer in canvasRenderers) {
|
||||
canvasRenderer.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Update () {
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) {
|
||||
Update(0f);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (freeze) return;
|
||||
Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
|
||||
}
|
||||
|
||||
public virtual void Update (float deltaTime) {
|
||||
if (!this.IsValid) return;
|
||||
|
||||
wasUpdatedAfterInit = true;
|
||||
if (updateMode < UpdateMode.OnlyAnimationStatus)
|
||||
return;
|
||||
UpdateAnimationStatus(deltaTime);
|
||||
|
||||
if (updateMode == UpdateMode.OnlyAnimationStatus)
|
||||
return;
|
||||
ApplyAnimation();
|
||||
}
|
||||
|
||||
protected void SyncRawImagesWithCanvasRenderers () {
|
||||
rawImages.Clear();
|
||||
foreach (var canvasRenderer in canvasRenderers) {
|
||||
var rawImage = canvasRenderer.GetComponent<RawImage>();
|
||||
if (rawImage == null) {
|
||||
rawImage = canvasRenderer.gameObject.AddComponent<RawImage>();
|
||||
rawImage.maskable = this.maskable;
|
||||
rawImage.raycastTarget = false;
|
||||
}
|
||||
rawImages.Add(rawImage);
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateAnimationStatus (float deltaTime) {
|
||||
deltaTime *= timeScale;
|
||||
skeleton.Update(deltaTime);
|
||||
state.Update(deltaTime);
|
||||
}
|
||||
|
||||
protected void ApplyAnimation () {
|
||||
if (BeforeApply != null)
|
||||
BeforeApply(this);
|
||||
|
||||
if (updateMode != UpdateMode.OnlyEventTimelines)
|
||||
state.Apply(skeleton);
|
||||
else
|
||||
state.ApplyEventTimelinesOnly(skeleton);
|
||||
|
||||
if (UpdateLocal != null)
|
||||
UpdateLocal(this);
|
||||
|
||||
skeleton.UpdateWorldTransform();
|
||||
|
||||
if (UpdateWorld != null) {
|
||||
UpdateWorld(this);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
if (UpdateComplete != null)
|
||||
UpdateComplete(this);
|
||||
}
|
||||
|
||||
public void LateUpdate () {
|
||||
// instantiation can happen from Update() after this component, leading to a missing Update() call.
|
||||
if (!wasUpdatedAfterInit) Update(0);
|
||||
if (freeze) return;
|
||||
if (updateMode != UpdateMode.FullUpdate) return;
|
||||
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
protected void OnCullStateChanged (bool culled) {
|
||||
if (culled)
|
||||
OnBecameInvisible();
|
||||
else
|
||||
OnBecameVisible();
|
||||
}
|
||||
|
||||
public void OnBecameVisible () {
|
||||
updateMode = UpdateMode.FullUpdate;
|
||||
}
|
||||
|
||||
public void OnBecameInvisible () {
|
||||
updateMode = updateWhenInvisible;
|
||||
}
|
||||
|
||||
public void ReapplySeparatorSlotNames () {
|
||||
if (!IsValid)
|
||||
return;
|
||||
|
||||
separatorSlots.Clear();
|
||||
for (int i = 0, n = separatorSlotNames.Length; i < n; i++) {
|
||||
string slotName = separatorSlotNames[i];
|
||||
if (slotName == "")
|
||||
continue;
|
||||
var slot = skeleton.FindSlot(slotName);
|
||||
if (slot != null) {
|
||||
separatorSlots.Add(slot);
|
||||
}
|
||||
#if UNITY_EDITOR
|
||||
else
|
||||
{
|
||||
Debug.LogWarning(slotName + " is not a slot in " + skeletonDataAsset.skeletonJSON.name);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
UpdateSeparatorPartParents();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region API
|
||||
protected Skeleton skeleton;
|
||||
public Skeleton Skeleton {
|
||||
get {
|
||||
Initialize(false);
|
||||
return skeleton;
|
||||
}
|
||||
set {
|
||||
skeleton = value;
|
||||
}
|
||||
}
|
||||
public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } }
|
||||
public bool IsValid { get { return skeleton != null; } }
|
||||
|
||||
public delegate void SkeletonRendererDelegate (SkeletonGraphic skeletonGraphic);
|
||||
|
||||
/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
|
||||
public event SkeletonRendererDelegate OnRebuild;
|
||||
|
||||
/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
|
||||
/// all materials have been updated.</summary>
|
||||
public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
|
||||
|
||||
protected Spine.AnimationState state;
|
||||
public Spine.AnimationState AnimationState {
|
||||
get {
|
||||
Initialize(false);
|
||||
return state;
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
|
||||
public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
|
||||
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
|
||||
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
|
||||
readonly ExposedList<Mesh> meshes = new ExposedList<Mesh>();
|
||||
|
||||
public Mesh GetLastMesh () {
|
||||
return meshBuffers.GetCurrent().mesh;
|
||||
}
|
||||
|
||||
public bool MatchRectTransformWithBounds () {
|
||||
UpdateMesh();
|
||||
|
||||
if (!this.allowMultipleCanvasRenderers)
|
||||
return MatchRectTransformSingleRenderer();
|
||||
else
|
||||
return MatchRectTransformMultipleRenderers();
|
||||
}
|
||||
|
||||
protected bool MatchRectTransformSingleRenderer () {
|
||||
Mesh mesh = this.GetLastMesh();
|
||||
if (mesh == null) {
|
||||
return false;
|
||||
}
|
||||
if (mesh.vertexCount == 0) {
|
||||
this.rectTransform.sizeDelta = new Vector2(50f, 50f);
|
||||
this.rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
return false;
|
||||
}
|
||||
mesh.RecalculateBounds();
|
||||
SetRectTransformBounds(mesh.bounds);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected bool MatchRectTransformMultipleRenderers () {
|
||||
bool anyBoundsAdded = false;
|
||||
Bounds combinedBounds = new Bounds();
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i) {
|
||||
var canvasRenderer = canvasRenderers[i];
|
||||
if (!canvasRenderer.gameObject.activeSelf)
|
||||
continue;
|
||||
|
||||
Mesh mesh = meshes.Items[i];
|
||||
if (mesh == null || mesh.vertexCount == 0)
|
||||
continue;
|
||||
|
||||
mesh.RecalculateBounds();
|
||||
var bounds = mesh.bounds;
|
||||
if (anyBoundsAdded)
|
||||
combinedBounds.Encapsulate(bounds);
|
||||
else {
|
||||
anyBoundsAdded = true;
|
||||
combinedBounds = bounds;
|
||||
}
|
||||
}
|
||||
|
||||
if (!anyBoundsAdded) {
|
||||
this.rectTransform.sizeDelta = new Vector2(50f, 50f);
|
||||
this.rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
return false;
|
||||
}
|
||||
|
||||
SetRectTransformBounds(combinedBounds);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SetRectTransformBounds (Bounds combinedBounds) {
|
||||
var size = combinedBounds.size;
|
||||
var center = combinedBounds.center;
|
||||
var p = new Vector2(
|
||||
0.5f - (center.x / size.x),
|
||||
0.5f - (center.y / size.y)
|
||||
);
|
||||
|
||||
this.rectTransform.sizeDelta = size;
|
||||
this.rectTransform.pivot = p;
|
||||
}
|
||||
|
||||
public event UpdateBonesDelegate BeforeApply;
|
||||
public event UpdateBonesDelegate UpdateLocal;
|
||||
public event UpdateBonesDelegate UpdateWorld;
|
||||
public event UpdateBonesDelegate UpdateComplete;
|
||||
|
||||
/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
|
||||
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
|
||||
|
||||
public void Clear () {
|
||||
skeleton = null;
|
||||
canvasRenderer.Clear();
|
||||
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].Clear();
|
||||
DestroyMeshes();
|
||||
DisposeMeshBuffers();
|
||||
}
|
||||
|
||||
public void TrimRenderers () {
|
||||
var newList = new List<CanvasRenderer>();
|
||||
foreach (var canvasRenderer in canvasRenderers) {
|
||||
if (canvasRenderer.gameObject.activeSelf) {
|
||||
newList.Add(canvasRenderer);
|
||||
}
|
||||
else {
|
||||
if (Application.isEditor && !Application.isPlaying)
|
||||
DestroyImmediate(canvasRenderer.gameObject);
|
||||
else
|
||||
Destroy(canvasRenderer.gameObject);
|
||||
}
|
||||
}
|
||||
canvasRenderers = newList;
|
||||
SyncRawImagesWithCanvasRenderers();
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (this.IsValid && !overwrite) return;
|
||||
|
||||
if (this.skeletonDataAsset == null) return;
|
||||
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
|
||||
if (skeletonData == null) return;
|
||||
|
||||
if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return;
|
||||
|
||||
this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
||||
if (state == null) {
|
||||
Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
this.skeleton = new Skeleton(skeletonData) {
|
||||
ScaleX = this.initialFlipX ? -1 : 1,
|
||||
ScaleY = this.initialFlipY ? -1 : 1
|
||||
};
|
||||
|
||||
InitMeshBuffers();
|
||||
baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
|
||||
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
|
||||
|
||||
// Set the initial Skin and Animation
|
||||
if (!string.IsNullOrEmpty(initialSkinName))
|
||||
skeleton.SetSkin(initialSkinName);
|
||||
|
||||
separatorSlots.Clear();
|
||||
for (int i = 0; i < separatorSlotNames.Length; i++)
|
||||
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
|
||||
|
||||
wasUpdatedAfterInit = false;
|
||||
if (!string.IsNullOrEmpty(startingAnimation)) {
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
if (animationObject != null) {
|
||||
state.SetAnimation(0, animationObject, startingLoop);
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
Update(0f);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
if (OnRebuild != null)
|
||||
OnRebuild(this);
|
||||
}
|
||||
|
||||
public void UpdateMesh (bool keepRendererCount = false) {
|
||||
if (!this.IsValid) return;
|
||||
|
||||
skeleton.SetColor(this.color);
|
||||
|
||||
var currentInstructions = this.currentInstructions;
|
||||
if (!this.allowMultipleCanvasRenderers) {
|
||||
UpdateMeshSingleCanvasRenderer();
|
||||
}
|
||||
else {
|
||||
UpdateMeshMultipleCanvasRenderers(currentInstructions, keepRendererCount);
|
||||
}
|
||||
|
||||
if (OnMeshAndMaterialsUpdated != null)
|
||||
OnMeshAndMaterialsUpdated(this);
|
||||
}
|
||||
|
||||
public bool HasMultipleSubmeshInstructions () {
|
||||
if (!IsValid)
|
||||
return false;
|
||||
return MeshGenerator.RequiresMultipleSubmeshesByDrawOrder(skeleton);
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected void InitMeshBuffers () {
|
||||
if (meshBuffers != null) {
|
||||
meshBuffers.GetNext().Clear();
|
||||
meshBuffers.GetNext().Clear();
|
||||
}
|
||||
else {
|
||||
meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
|
||||
}
|
||||
}
|
||||
|
||||
protected void DisposeMeshBuffers () {
|
||||
if (meshBuffers != null) {
|
||||
meshBuffers.GetNext().Dispose();
|
||||
meshBuffers.GetNext().Dispose();
|
||||
meshBuffers = null;
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateMeshSingleCanvasRenderer () {
|
||||
if (canvasRenderers.Count > 0)
|
||||
DisableUnusedCanvasRenderers(usedCount : 0);
|
||||
|
||||
var smartMesh = meshBuffers.GetNext();
|
||||
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, null);
|
||||
bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
|
||||
|
||||
meshGenerator.Begin();
|
||||
if (currentInstructions.hasActiveClipping && currentInstructions.submeshInstructions.Count > 0) {
|
||||
meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
|
||||
}
|
||||
else {
|
||||
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
||||
}
|
||||
|
||||
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
|
||||
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
||||
|
||||
var mesh = smartMesh.mesh;
|
||||
meshGenerator.FillVertexData(mesh);
|
||||
if (updateTriangles) meshGenerator.FillTriangles(mesh);
|
||||
meshGenerator.FillLateVertexData(mesh);
|
||||
|
||||
canvasRenderer.SetMesh(mesh);
|
||||
smartMesh.instructionUsed.Set(currentInstructions);
|
||||
|
||||
if (currentInstructions.submeshInstructions.Count > 0) {
|
||||
var material = currentInstructions.submeshInstructions.Items[0].material;
|
||||
if (material != null && baseTexture != material.mainTexture) {
|
||||
baseTexture = material.mainTexture;
|
||||
if (overrideTexture == null)
|
||||
canvasRenderer.SetTexture(this.mainTexture);
|
||||
}
|
||||
}
|
||||
|
||||
//this.UpdateMaterial(); // note: This would allocate memory.
|
||||
usedRenderersCount = 0;
|
||||
}
|
||||
|
||||
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions, bool keepRendererCount) {
|
||||
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, null,
|
||||
enableSeparatorSlots ? separatorSlots : null,
|
||||
enableSeparatorSlots ? separatorSlots.Count > 0 : false,
|
||||
false);
|
||||
|
||||
int submeshCount = currentInstructions.submeshInstructions.Count;
|
||||
if (keepRendererCount && submeshCount != usedRenderersCount)
|
||||
return;
|
||||
EnsureCanvasRendererCount(submeshCount);
|
||||
EnsureMeshesCount(submeshCount);
|
||||
EnsureSeparatorPartCount();
|
||||
|
||||
var c = canvas;
|
||||
float scale = (c == null) ? 100 : c.referencePixelsPerUnit;
|
||||
|
||||
// Generate meshes.
|
||||
var meshesItems = meshes.Items;
|
||||
bool useOriginalTextureAndMaterial = (customMaterialOverride.Count == 0 && customTextureOverride.Count == 0);
|
||||
int separatorSlotGroupIndex = 0;
|
||||
Transform parent = this.separatorSlots.Count == 0 ? this.transform : this.separatorParts[0];
|
||||
|
||||
if (updateSeparatorPartLocation) {
|
||||
for (int p = 0; p < this.separatorParts.Count; ++p) {
|
||||
separatorParts[p].position = this.transform.position;
|
||||
separatorParts[p].rotation = this.transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
int targetSiblingIndex = 0;
|
||||
for (int i = 0; i < submeshCount; i++) {
|
||||
var submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
|
||||
meshGenerator.Begin();
|
||||
meshGenerator.AddSubmesh(submeshInstructionItem);
|
||||
|
||||
var targetMesh = meshesItems[i];
|
||||
meshGenerator.ScaleVertexData(scale);
|
||||
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
||||
meshGenerator.FillVertexData(targetMesh);
|
||||
meshGenerator.FillTriangles(targetMesh);
|
||||
meshGenerator.FillLateVertexData(targetMesh);
|
||||
|
||||
var submeshMaterial = submeshInstructionItem.material;
|
||||
var canvasRenderer = canvasRenderers[i];
|
||||
if (i >= usedRenderersCount)
|
||||
canvasRenderer.gameObject.SetActive(true);
|
||||
|
||||
canvasRenderer.SetMesh(targetMesh);
|
||||
canvasRenderer.materialCount = 1;
|
||||
|
||||
if (canvasRenderer.transform.parent != parent.transform) {
|
||||
canvasRenderer.transform.SetParent(parent.transform, false);
|
||||
canvasRenderer.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
canvasRenderer.transform.SetSiblingIndex(targetSiblingIndex++);
|
||||
if (submeshInstructionItem.forceSeparate) {
|
||||
targetSiblingIndex = 0;
|
||||
parent = separatorParts[++separatorSlotGroupIndex];
|
||||
}
|
||||
|
||||
if (useOriginalTextureAndMaterial)
|
||||
canvasRenderer.SetMaterial(this.materialForRendering, submeshMaterial.mainTexture);
|
||||
else {
|
||||
var originalTexture = submeshMaterial.mainTexture;
|
||||
Material usedMaterial;
|
||||
Texture usedTexture;
|
||||
if (!customMaterialOverride.TryGetValue(originalTexture, out usedMaterial))
|
||||
usedMaterial = material;
|
||||
if (!customTextureOverride.TryGetValue(originalTexture, out usedTexture))
|
||||
usedTexture = originalTexture;
|
||||
canvasRenderer.SetMaterial(usedMaterial, usedTexture);
|
||||
}
|
||||
}
|
||||
|
||||
DisableUnusedCanvasRenderers(usedCount : submeshCount);
|
||||
usedRenderersCount = submeshCount;
|
||||
}
|
||||
|
||||
protected void EnsureCanvasRendererCount (int targetCount) {
|
||||
#if UNITY_EDITOR
|
||||
RemoveNullCanvasRenderers();
|
||||
#endif
|
||||
int currentCount = canvasRenderers.Count;
|
||||
for (int i = currentCount; i < targetCount; ++i) {
|
||||
var go = new GameObject(string.Format("Renderer{0}", i), typeof(RectTransform));
|
||||
go.transform.SetParent(this.transform, false);
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
var canvasRenderer = go.AddComponent<CanvasRenderer>();
|
||||
canvasRenderers.Add(canvasRenderer);
|
||||
var rawImage = go.AddComponent<RawImage>();
|
||||
rawImage.maskable = this.maskable;
|
||||
rawImage.raycastTarget = false;
|
||||
rawImages.Add(rawImage);
|
||||
}
|
||||
}
|
||||
|
||||
protected void DisableUnusedCanvasRenderers (int usedCount) {
|
||||
#if UNITY_EDITOR
|
||||
RemoveNullCanvasRenderers();
|
||||
#endif
|
||||
for (int i = usedCount; i < canvasRenderers.Count; i++) {
|
||||
canvasRenderers[i].Clear();
|
||||
canvasRenderers[i].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void RemoveNullCanvasRenderers () {
|
||||
if (Application.isEditor && !Application.isPlaying) {
|
||||
for (int i = canvasRenderers.Count - 1; i >= 0; --i) {
|
||||
if (canvasRenderers[i] == null) {
|
||||
canvasRenderers.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
protected void EnsureMeshesCount (int targetCount) {
|
||||
int oldCount = meshes.Count;
|
||||
meshes.EnsureCapacity(targetCount);
|
||||
for (int i = oldCount; i < targetCount; i++)
|
||||
meshes.Add(SpineMesh.NewSkeletonMesh());
|
||||
}
|
||||
|
||||
protected void DestroyMeshes () {
|
||||
foreach (var mesh in meshes) {
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isEditor && !Application.isPlaying)
|
||||
UnityEngine.Object.DestroyImmediate(mesh);
|
||||
else
|
||||
UnityEngine.Object.Destroy(mesh);
|
||||
#else
|
||||
UnityEngine.Object.Destroy(mesh);
|
||||
#endif
|
||||
}
|
||||
meshes.Clear();
|
||||
}
|
||||
|
||||
protected void EnsureSeparatorPartCount () {
|
||||
#if UNITY_EDITOR
|
||||
RemoveNullSeparatorParts();
|
||||
#endif
|
||||
int targetCount = separatorSlots.Count + 1;
|
||||
if (targetCount == 1)
|
||||
return;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isEditor && !Application.isPlaying) {
|
||||
for (int i = separatorParts.Count-1; i >= 0; --i) {
|
||||
if (separatorParts[i] == null) {
|
||||
separatorParts.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
int currentCount = separatorParts.Count;
|
||||
for (int i = currentCount; i < targetCount; ++i) {
|
||||
var go = new GameObject(string.Format("{0}[{1}]", SeparatorPartGameObjectName, i), typeof(RectTransform));
|
||||
go.transform.SetParent(this.transform, false);
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
separatorParts.Add(go.transform);
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateSeparatorPartParents () {
|
||||
int usedCount = separatorSlots.Count + 1;
|
||||
if (usedCount == 1) {
|
||||
usedCount = 0; // placed directly at the SkeletonGraphic parent
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i) {
|
||||
var canvasRenderer = canvasRenderers[i];
|
||||
if (canvasRenderer.transform.parent.name.Contains(SeparatorPartGameObjectName)) {
|
||||
canvasRenderer.transform.SetParent(this.transform, false);
|
||||
canvasRenderer.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < separatorParts.Count; ++i) {
|
||||
bool isUsed = i < usedCount;
|
||||
separatorParts[i].gameObject.SetActive(isUsed);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void RemoveNullSeparatorParts () {
|
||||
if (Application.isEditor && !Application.isPlaying) {
|
||||
for (int i = separatorParts.Count - 1; i >= 0; --i) {
|
||||
if (separatorParts[i] == null) {
|
||||
separatorParts.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user