746 lines
25 KiB
C#
746 lines
25 KiB
C#
/******************************************************************************
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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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[SerializeField] 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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// 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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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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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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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();
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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 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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state.Apply(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.EverythingExceptMesh) 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 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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}
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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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// 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 () {
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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);
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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);
|
|
}
|
|
#endregion
|
|
|
|
protected void InitMeshBuffers () {
|
|
if (meshBuffers != null) {
|
|
meshBuffers.GetNext().Clear();
|
|
meshBuffers.GetNext().Clear();
|
|
}
|
|
else {
|
|
meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
|
|
}
|
|
}
|
|
|
|
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.
|
|
}
|
|
|
|
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
|
|
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, null,
|
|
enableSeparatorSlots ? separatorSlots : null,
|
|
enableSeparatorSlots ? separatorSlots.Count > 0 : false,
|
|
false);
|
|
|
|
int submeshCount = currentInstructions.submeshInstructions.Count;
|
|
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];
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
}
|