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780 lines
27 KiB
780 lines
27 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER |
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#define NEW_PREFAB_SYSTEM |
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#endif |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.UI; |
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namespace Spine.Unity { |
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#if NEW_PREFAB_SYSTEM |
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[ExecuteAlways] |
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#else |
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[ExecuteInEditMode] |
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#endif |
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[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent] |
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[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")] |
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphic-Component")] |
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public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset { |
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#region Inspector |
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public SkeletonDataAsset skeletonDataAsset; |
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } |
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[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)] |
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public string initialSkinName; |
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public bool initialFlipX, initialFlipY; |
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[SpineAnimation(dataField:"skeletonDataAsset")] |
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public string startingAnimation; |
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public bool startingLoop; |
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public float timeScale = 1f; |
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public bool freeze; |
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/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary> |
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public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } } |
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protected UpdateMode updateMode = UpdateMode.FullUpdate; |
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/// <summary>Update mode used when the MeshRenderer becomes invisible |
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/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically |
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/// reset to <c>UpdateMode.FullUpdate</c> when the mesh becomes visible again.</summary> |
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public UpdateMode updateWhenInvisible = UpdateMode.FullUpdate; |
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public bool unscaledTime; |
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public bool allowMultipleCanvasRenderers = false; |
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public List<CanvasRenderer> canvasRenderers = new List<CanvasRenderer>(); |
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protected List<RawImage> rawImages = new List<RawImage>(); |
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protected int usedRenderersCount = 0; |
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|
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// Submesh Separation |
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public const string SeparatorPartGameObjectName = "Part"; |
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/// <summary>Slot names used to populate separatorSlots list when the Skeleton is initialized. Changing this after initialization does nothing.</summary> |
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[SerializeField] [SpineSlot] protected string[] separatorSlotNames = new string[0]; |
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/// <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> |
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[System.NonSerialized] public readonly List<Slot> separatorSlots = new List<Slot>(); |
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public bool enableSeparatorSlots = false; |
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[SerializeField] protected List<Transform> separatorParts = new List<Transform>(); |
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public List<Transform> SeparatorParts { get { return separatorParts; } } |
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public bool updateSeparatorPartLocation = true; |
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private bool wasUpdatedAfterInit = true; |
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private Texture baseTexture = null; |
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#if UNITY_EDITOR |
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protected override void OnValidate () { |
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// This handles Scene View preview. |
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base.OnValidate (); |
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if (this.IsValid) { |
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if (skeletonDataAsset == null) { |
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Clear(); |
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} else if (skeletonDataAsset.skeletonJSON == null) { |
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Clear(); |
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} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) { |
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Clear(); |
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Initialize(true); |
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if (!allowMultipleCanvasRenderers && (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1)) |
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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); |
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} else { |
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if (freeze) return; |
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|
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if (!string.IsNullOrEmpty(initialSkinName)) { |
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var skin = skeleton.data.FindSkin(initialSkinName); |
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if (skin != null) { |
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if (skin == skeleton.data.defaultSkin) |
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skeleton.SetSkin((Skin)null); |
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else |
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skeleton.SetSkin(skin); |
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} |
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} |
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// Only provide visual feedback to inspector changes in Unity Editor Edit mode. |
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if (!Application.isPlaying) { |
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skeleton.ScaleX = this.initialFlipX ? -1 : 1; |
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skeleton.ScaleY = this.initialFlipY ? -1 : 1; |
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|
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state.ClearTrack(0); |
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skeleton.SetToSetupPose(); |
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if (!string.IsNullOrEmpty(startingAnimation)) { |
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state.SetAnimation(0, startingAnimation, startingLoop); |
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Update(0f); |
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} |
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} |
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} |
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} else { |
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// Under some circumstances (e.g. sometimes on the first import) OnValidate is called |
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// before SpineEditorUtilities.ImportSpineContent, causing an unnecessary exception. |
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// The (skeletonDataAsset.skeletonJSON != null) condition serves to prevent this exception. |
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if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON != null) |
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Initialize(true); |
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} |
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} |
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protected override void Reset () { |
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base.Reset(); |
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if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic")) |
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Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material."); |
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} |
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#endif |
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#endregion |
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#region Runtime Instantiation |
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/// <summary>Create a new GameObject with a SkeletonGraphic component.</summary> |
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/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param> |
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public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent, Material material) { |
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var sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, material); |
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if (parent != null) sg.transform.SetParent(parent, false); |
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return sg; |
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} |
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/// <summary>Add a SkeletonGraphic component to a GameObject.</summary> |
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/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param> |
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public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) { |
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var c = gameObject.AddComponent<SkeletonGraphic>(); |
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if (skeletonDataAsset != null) { |
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c.material = material; |
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c.skeletonDataAsset = skeletonDataAsset; |
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c.Initialize(false); |
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} |
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return c; |
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} |
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#endregion |
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#region Overrides |
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[System.NonSerialized] readonly Dictionary<Texture, Texture> customTextureOverride = new Dictionary<Texture, Texture>(); |
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/// <summary>Use this Dictionary to override a Texture with a different Texture.</summary> |
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public Dictionary<Texture, Texture> CustomTextureOverride { get { return customTextureOverride; } } |
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[System.NonSerialized] readonly Dictionary<Texture, Material> customMaterialOverride = new Dictionary<Texture, Material>(); |
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/// <summary>Use this Dictionary to override the Material where the Texture was used at the original atlas.</summary> |
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public Dictionary<Texture, Material> CustomMaterialOverride { get { return customMaterialOverride; } } |
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// This is used by the UI system to determine what to put in the MaterialPropertyBlock. |
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Texture overrideTexture; |
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public Texture OverrideTexture { |
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get { return overrideTexture; } |
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set { |
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overrideTexture = value; |
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canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null. |
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} |
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} |
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#endregion |
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#region Internals |
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public override Texture mainTexture { |
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get { |
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if (overrideTexture != null) return overrideTexture; |
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return baseTexture; |
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} |
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} |
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protected override void Awake () { |
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base.Awake (); |
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SyncRawImagesWithCanvasRenderers(); |
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if (!this.IsValid) { |
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#if UNITY_EDITOR |
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// workaround for special import case of open scene where OnValidate and Awake are |
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// called in wrong order, before setup of Spine assets. |
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if (!Application.isPlaying) { |
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if (this.skeletonDataAsset != null && this.skeletonDataAsset.skeletonJSON == null) |
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return; |
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} |
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#endif |
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Initialize(false); |
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Rebuild(CanvasUpdate.PreRender); |
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} |
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} |
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public override void Rebuild (CanvasUpdate update) { |
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base.Rebuild(update); |
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if (canvasRenderer.cull) return; |
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if (update == CanvasUpdate.PreRender) UpdateMesh(keepRendererCount : true); |
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if (allowMultipleCanvasRenderers) canvasRenderer.Clear(); |
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} |
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protected override void OnDisable () { |
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base.OnDisable(); |
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foreach (var canvasRenderer in canvasRenderers) { |
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canvasRenderer.Clear(); |
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} |
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} |
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public virtual void Update () { |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) { |
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Update(0f); |
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return; |
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} |
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#endif |
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if (freeze) return; |
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime); |
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} |
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public virtual void Update (float deltaTime) { |
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if (!this.IsValid) return; |
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wasUpdatedAfterInit = true; |
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if (updateMode < UpdateMode.OnlyAnimationStatus) |
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return; |
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UpdateAnimationStatus(deltaTime); |
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if (updateMode == UpdateMode.OnlyAnimationStatus) |
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return; |
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ApplyAnimation(); |
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} |
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protected void SyncRawImagesWithCanvasRenderers () { |
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rawImages.Clear(); |
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foreach (var canvasRenderer in canvasRenderers) { |
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var rawImage = canvasRenderer.GetComponent<RawImage>(); |
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if (rawImage == null) { |
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rawImage = canvasRenderer.gameObject.AddComponent<RawImage>(); |
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rawImage.maskable = this.maskable; |
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rawImage.raycastTarget = false; |
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} |
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rawImages.Add(rawImage); |
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} |
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} |
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protected void UpdateAnimationStatus (float deltaTime) { |
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deltaTime *= timeScale; |
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skeleton.Update(deltaTime); |
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state.Update(deltaTime); |
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} |
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protected void ApplyAnimation () { |
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if (BeforeApply != null) |
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BeforeApply(this); |
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if (updateMode != UpdateMode.OnlyEventTimelines) |
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state.Apply(skeleton); |
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else |
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state.ApplyEventTimelinesOnly(skeleton); |
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if (UpdateLocal != null) |
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UpdateLocal(this); |
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skeleton.UpdateWorldTransform(); |
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if (UpdateWorld != null) { |
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UpdateWorld(this); |
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skeleton.UpdateWorldTransform(); |
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} |
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if (UpdateComplete != null) |
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UpdateComplete(this); |
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} |
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public void LateUpdate () { |
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// instantiation can happen from Update() after this component, leading to a missing Update() call. |
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if (!wasUpdatedAfterInit) Update(0); |
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if (freeze) return; |
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if (updateMode != UpdateMode.FullUpdate) return; |
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UpdateMesh(); |
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} |
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public void OnBecameVisible () { |
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updateMode = UpdateMode.FullUpdate; |
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} |
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public void OnBecameInvisible () { |
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updateMode = updateWhenInvisible; |
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} |
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public void ReapplySeparatorSlotNames () { |
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if (!IsValid) |
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return; |
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separatorSlots.Clear(); |
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for (int i = 0, n = separatorSlotNames.Length; i < n; i++) { |
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string slotName = separatorSlotNames[i]; |
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if (slotName == "") |
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continue; |
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var slot = skeleton.FindSlot(slotName); |
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if (slot != null) { |
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separatorSlots.Add(slot); |
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} |
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#if UNITY_EDITOR |
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else |
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{ |
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Debug.LogWarning(slotName + " is not a slot in " + skeletonDataAsset.skeletonJSON.name); |
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} |
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#endif |
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} |
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UpdateSeparatorPartParents(); |
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} |
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#endregion |
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#region API |
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protected Skeleton skeleton; |
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public Skeleton Skeleton { get { return skeleton; } set { skeleton = value; } } |
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public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } } |
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public bool IsValid { get { return skeleton != null; } } |
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public delegate void SkeletonRendererDelegate (SkeletonGraphic skeletonGraphic); |
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary> |
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public event SkeletonRendererDelegate OnRebuild; |
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/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and |
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/// all materials have been updated.</summary> |
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public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated; |
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protected Spine.AnimationState state; |
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public Spine.AnimationState AnimationState { get { return state; } } |
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[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator(); |
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public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } } |
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DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers; |
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SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction(); |
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readonly ExposedList<Mesh> meshes = new ExposedList<Mesh>(); |
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public Mesh GetLastMesh () { |
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return meshBuffers.GetCurrent().mesh; |
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} |
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public bool MatchRectTransformWithBounds () { |
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UpdateMesh(); |
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if (!this.allowMultipleCanvasRenderers) |
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return MatchRectTransformSingleRenderer(); |
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else |
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return MatchRectTransformMultipleRenderers(); |
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} |
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protected bool MatchRectTransformSingleRenderer () { |
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Mesh mesh = this.GetLastMesh(); |
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if (mesh == null) { |
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return false; |
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} |
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if (mesh.vertexCount == 0) { |
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this.rectTransform.sizeDelta = new Vector2(50f, 50f); |
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this.rectTransform.pivot = new Vector2(0.5f, 0.5f); |
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return false; |
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} |
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mesh.RecalculateBounds(); |
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SetRectTransformBounds(mesh.bounds); |
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return true; |
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} |
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protected bool MatchRectTransformMultipleRenderers () { |
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bool anyBoundsAdded = false; |
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Bounds combinedBounds = new Bounds(); |
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for (int i = 0; i < canvasRenderers.Count; ++i) { |
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var canvasRenderer = canvasRenderers[i]; |
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if (!canvasRenderer.gameObject.activeSelf) |
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continue; |
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Mesh mesh = meshes.Items[i]; |
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if (mesh == null || mesh.vertexCount == 0) |
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continue; |
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mesh.RecalculateBounds(); |
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var bounds = mesh.bounds; |
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if (anyBoundsAdded) |
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combinedBounds.Encapsulate(bounds); |
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else { |
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anyBoundsAdded = true; |
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combinedBounds = bounds; |
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} |
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} |
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if (!anyBoundsAdded) { |
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this.rectTransform.sizeDelta = new Vector2(50f, 50f); |
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this.rectTransform.pivot = new Vector2(0.5f, 0.5f); |
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return false; |
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} |
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SetRectTransformBounds(combinedBounds); |
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return true; |
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} |
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private void SetRectTransformBounds (Bounds combinedBounds) { |
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var size = combinedBounds.size; |
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var center = combinedBounds.center; |
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var p = new Vector2( |
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0.5f - (center.x / size.x), |
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0.5f - (center.y / size.y) |
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); |
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this.rectTransform.sizeDelta = size; |
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this.rectTransform.pivot = p; |
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} |
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public event UpdateBonesDelegate BeforeApply; |
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public event UpdateBonesDelegate UpdateLocal; |
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public event UpdateBonesDelegate UpdateWorld; |
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public event UpdateBonesDelegate UpdateComplete; |
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/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary> |
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices; |
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public void Clear () { |
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skeleton = null; |
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canvasRenderer.Clear(); |
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for (int i = 0; i < canvasRenderers.Count; ++i) |
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canvasRenderers[i].Clear(); |
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foreach (var mesh in meshes) |
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Destroy(mesh); |
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meshes.Clear(); |
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} |
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public void TrimRenderers () { |
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var newList = new List<CanvasRenderer>(); |
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foreach (var canvasRenderer in canvasRenderers) { |
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if (canvasRenderer.gameObject.activeSelf) { |
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newList.Add(canvasRenderer); |
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} |
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else { |
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if (Application.isEditor && !Application.isPlaying) |
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DestroyImmediate(canvasRenderer.gameObject); |
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else |
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Destroy(canvasRenderer.gameObject); |
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} |
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} |
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canvasRenderers = newList; |
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SyncRawImagesWithCanvasRenderers(); |
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} |
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public void Initialize (bool overwrite) { |
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if (this.IsValid && !overwrite) return; |
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// Make sure none of the stuff is null |
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if (this.skeletonDataAsset == null) return; |
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var skeletonData = this.skeletonDataAsset.GetSkeletonData(false); |
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if (skeletonData == null) return; |
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if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return; |
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this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); |
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if (state == null) { |
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Clear(); |
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return; |
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} |
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this.skeleton = new Skeleton(skeletonData) { |
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ScaleX = this.initialFlipX ? -1 : 1, |
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ScaleY = this.initialFlipY ? -1 : 1 |
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}; |
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InitMeshBuffers(); |
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baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture; |
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canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations. |
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|
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// Set the initial Skin and Animation |
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if (!string.IsNullOrEmpty(initialSkinName)) |
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skeleton.SetSkin(initialSkinName); |
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separatorSlots.Clear(); |
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for (int i = 0; i < separatorSlotNames.Length; i++) |
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separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i])); |
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wasUpdatedAfterInit = false; |
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if (!string.IsNullOrEmpty(startingAnimation)) { |
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation); |
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if (animationObject != null) { |
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state.SetAnimation(0, animationObject, startingLoop); |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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Update(0f); |
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#endif |
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} |
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} |
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if (OnRebuild != null) |
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OnRebuild(this); |
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} |
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public void UpdateMesh (bool keepRendererCount = false) { |
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if (!this.IsValid) return; |
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skeleton.SetColor(this.color); |
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var currentInstructions = this.currentInstructions; |
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if (!this.allowMultipleCanvasRenderers) { |
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UpdateMeshSingleCanvasRenderer(); |
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} |
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else { |
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UpdateMeshMultipleCanvasRenderers(currentInstructions, keepRendererCount); |
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} |
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if (OnMeshAndMaterialsUpdated != null) |
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OnMeshAndMaterialsUpdated(this); |
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} |
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public bool HasMultipleSubmeshInstructions () { |
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if (!IsValid) |
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return false; |
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return MeshGenerator.RequiresMultipleSubmeshesByDrawOrder(skeleton); |
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} |
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#endregion |
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|
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protected void InitMeshBuffers () { |
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if (meshBuffers != null) { |
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meshBuffers.GetNext().Clear(); |
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meshBuffers.GetNext().Clear(); |
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} |
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else { |
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meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>(); |
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} |
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} |
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|
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protected void UpdateMeshSingleCanvasRenderer () { |
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if (canvasRenderers.Count > 0) |
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DisableUnusedCanvasRenderers(usedCount : 0); |
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|
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var smartMesh = meshBuffers.GetNext(); |
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MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, null); |
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bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed); |
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|
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meshGenerator.Begin(); |
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if (currentInstructions.hasActiveClipping && currentInstructions.submeshInstructions.Count > 0) { |
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meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles); |
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} |
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else { |
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meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles); |
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} |
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|
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if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit); |
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if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers); |
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|
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var mesh = smartMesh.mesh; |
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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); |
|
rawImages[i].Rebuild(CanvasUpdate.PreRender); |
|
} |
|
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); |
|
var meshesItems = meshes.Items; |
|
for (int i = oldCount; i < targetCount; i++) |
|
if (meshesItems[i] == null) meshesItems[i] = new Mesh(); |
|
} |
|
|
|
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 |
|
} |
|
}
|
|
|