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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_CULL_TRANSPARENT_MESH
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphic-Component")]
public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
#region Inspector
public SkeletonDataAsset skeletonDataAsset;
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
public Material additiveMaterial;
public Material multiplyMaterial;
public Material screenMaterial;
[SpineSkin(dataField: "skeletonDataAsset", defaultAsEmptyString: true)]
public string initialSkinName;
public bool initialFlipX, initialFlipY;
[SpineAnimation(dataField: "skeletonDataAsset")]
public string startingAnimation;
public bool startingLoop;
public float timeScale = 1f;
public bool freeze;
/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
protected UpdateMode updateMode = UpdateMode.FullUpdate;
/// <summary>Update mode used when the MeshRenderer becomes invisible
/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically
/// reset to <c>UpdateMode.FullUpdate</c> when the mesh becomes visible again.</summary>
public UpdateMode updateWhenInvisible = UpdateMode.FullUpdate;
public bool allowMultipleCanvasRenderers = false;
public List<CanvasRenderer> canvasRenderers = new List<CanvasRenderer>();
protected List<SkeletonSubmeshGraphic> submeshGraphics = new List<SkeletonSubmeshGraphic>();
protected int usedRenderersCount = 0;
// Submesh Separation
public const string SeparatorPartGameObjectName = "Part";
/// <summary>Slot names used to populate separatorSlots list when the Skeleton is initialized. Changing this after initialization does nothing.</summary>
[SerializeField] [SpineSlot] protected string[] separatorSlotNames = new string[0];
/// <summary>Slots that determine where the render is split. This is used by components such as SkeletonRenderSeparator so that the skeleton can be rendered by two separate renderers on different GameObjects.</summary>
[System.NonSerialized] public readonly List<Slot> separatorSlots = new List<Slot>();
public bool enableSeparatorSlots = false;
[SerializeField] protected List<Transform> separatorParts = new List<Transform>();
public List<Transform> SeparatorParts { get { return separatorParts; } }
public bool updateSeparatorPartLocation = true;
private bool wasUpdatedAfterInit = true;
private Texture baseTexture = null;
#if UNITY_EDITOR
protected override void OnValidate () {
// This handles Scene View preview.
base.OnValidate();
if (this.IsValid) {
if (skeletonDataAsset == null) {
Clear();
} else if (skeletonDataAsset.skeletonJSON == null) {
Clear();
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.Data) {
Clear();
Initialize(true);
if (!allowMultipleCanvasRenderers && (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1))
Debug.LogError("Unity UI does not support multiple textures per Renderer. Please enable 'Advanced - Multiple CanvasRenderers' to generate the required CanvasRenderer GameObjects. Otherwise your skeleton will not be rendered correctly.", this);
} else {
if (freeze) return;
if (!Application.isPlaying) {
Initialize(true);
return;
}
if (!string.IsNullOrEmpty(initialSkinName)) {
Skin skin = skeleton.Data.FindSkin(initialSkinName);
if (skin != null) {
if (skin == skeleton.Data.DefaultSkin)
skeleton.SetSkin((Skin)null);
else
skeleton.SetSkin(skin);
}
}
}
} else {
// Under some circumstances (e.g. sometimes on the first import) OnValidate is called
// before SpineEditorUtilities.ImportSpineContent, causing an unnecessary exception.
// The (skeletonDataAsset.skeletonJSON != null) condition serves to prevent this exception.
if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON != null)
Initialize(true);
}
}
protected override void Reset () {
base.Reset();
if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
}
#endif
#endregion
#region Runtime Instantiation
/// <summary>Create a new GameObject with a SkeletonGraphic component.</summary>
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent, Material material) {
SkeletonGraphic sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, material);
if (parent != null) sg.transform.SetParent(parent, false);
return sg;
}
/// <summary>Add a SkeletonGraphic component to a GameObject.</summary>
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) {
SkeletonGraphic skeletonGraphic = gameObject.AddComponent<SkeletonGraphic>();
if (skeletonDataAsset != null) {
skeletonGraphic.material = material;
skeletonGraphic.skeletonDataAsset = skeletonDataAsset;
skeletonGraphic.Initialize(false);
}
#if HAS_CULL_TRANSPARENT_MESH
CanvasRenderer canvasRenderer = gameObject.GetComponent<CanvasRenderer>();
if (canvasRenderer) canvasRenderer.cullTransparentMesh = false;
#endif
return skeletonGraphic;
}
#endregion
#region Overrides
// API for taking over rendering.
/// <summary>When true, no meshes and materials are assigned at CanvasRenderers if the used override
/// AssignMeshOverrideSingleRenderer or AssignMeshOverrideMultipleRenderers is non-null.</summary>
public bool disableMeshAssignmentOnOverride = true;
/// <summary>Delegate type for overriding mesh and material assignment,
/// used when <c>allowMultipleCanvasRenderers</c> is false.</summary>
/// <param name="mesh">Mesh normally assigned at the main CanvasRenderer.</param>
/// <param name="graphicMaterial">Material normally assigned at the main CanvasRenderer.</param>
/// <param name="texture">Texture normally assigned at the main CanvasRenderer.</param>
public delegate void MeshAssignmentDelegateSingle (Mesh mesh, Material graphicMaterial, Texture texture);
/// <param name="meshCount">Number of meshes. Don't use <c>meshes.Length</c> as this might be higher
/// due to pre-allocated entries.</param>
/// <param name="meshes">Mesh array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
/// <param name="graphicMaterials">Material array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
/// <param name="textures">Texture array where each element is normally assigned to one of the <c>canvasRenderers</c>.</param>
public delegate void MeshAssignmentDelegateMultiple (int meshCount, Mesh[] meshes, Material[] graphicMaterials, Texture[] textures);
event MeshAssignmentDelegateSingle assignMeshOverrideSingle;
event MeshAssignmentDelegateMultiple assignMeshOverrideMultiple;
/// <summary>Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
/// Used when <c>allowMultipleCanvasRenderers</c> is false.</summary>
public event MeshAssignmentDelegateSingle AssignMeshOverrideSingleRenderer {
add {
assignMeshOverrideSingle += value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle != null) {
Initialize(false);
}
}
remove {
assignMeshOverrideSingle -= value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle == null) {
Initialize(false);
}
}
}
/// <summary>Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
/// Used when <c>allowMultipleCanvasRenderers</c> is true.</summary>
public event MeshAssignmentDelegateMultiple AssignMeshOverrideMultipleRenderers {
add {
assignMeshOverrideMultiple += value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple != null) {
Initialize(false);
}
}
remove {
assignMeshOverrideMultiple -= value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple == null) {
Initialize(false);
}
}
}
[System.NonSerialized] readonly Dictionary<Texture, Texture> customTextureOverride = new Dictionary<Texture, Texture>();
/// <summary>Use this Dictionary to override a Texture with a different Texture.</summary>
public Dictionary<Texture, Texture> CustomTextureOverride { get { return customTextureOverride; } }
[System.NonSerialized] readonly Dictionary<Texture, Material> customMaterialOverride = new Dictionary<Texture, Material>();
/// <summary>Use this Dictionary to override the Material where the Texture was used at the original atlas.</summary>
public Dictionary<Texture, Material> CustomMaterialOverride { get { return customMaterialOverride; } }
// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
Texture overrideTexture;
public Texture OverrideTexture {
get { return overrideTexture; }
set {
overrideTexture = value;
canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
}
}
#endregion
#region Internals
public override Texture mainTexture {
get {
if (overrideTexture != null) return overrideTexture;
return baseTexture;
}
}
protected override void Awake () {
base.Awake();
this.onCullStateChanged.AddListener(OnCullStateChanged);
SyncSubmeshGraphicsWithCanvasRenderers();
if (!this.IsValid) {
#if UNITY_EDITOR
// workaround for special import case of open scene where OnValidate and Awake are
// called in wrong order, before setup of Spine assets.
if (!Application.isPlaying) {
if (this.skeletonDataAsset != null && this.skeletonDataAsset.skeletonJSON == null)
return;
}
#endif
Initialize(false);
Rebuild(CanvasUpdate.PreRender);
}
}
protected override void OnDestroy () {
Clear();
base.OnDestroy();
}
public override void Rebuild (CanvasUpdate update) {
base.Rebuild(update);
if (canvasRenderer.cull) return;
if (update == CanvasUpdate.PreRender) UpdateMeshToInstructions();
if (allowMultipleCanvasRenderers) canvasRenderer.Clear();
}
protected override void OnDisable () {
base.OnDisable();
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
canvasRenderer.Clear();
}
}
public virtual void Update () {
#if UNITY_EDITOR
if (!Application.isPlaying) {
Update(0f);
return;
}
#endif
if (freeze || updateTiming != UpdateTiming.InUpdate) return;
Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
}
virtual protected void FixedUpdate () {
if (freeze || updateTiming != UpdateTiming.InFixedUpdate) return;
Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
}
public virtual void Update (float deltaTime) {
if (!this.IsValid) return;
wasUpdatedAfterInit = true;
if (updateMode < UpdateMode.OnlyAnimationStatus)
return;
UpdateAnimationStatus(deltaTime);
if (updateMode == UpdateMode.OnlyAnimationStatus) {
state.ApplyEventTimelinesOnly(skeleton, issueEvents: false);
return;
}
ApplyAnimation();
}
protected void SyncSubmeshGraphicsWithCanvasRenderers () {
submeshGraphics.Clear();
#if UNITY_EDITOR
if (!Application.isPlaying)
DestroyOldRawImages();
#endif
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
SkeletonSubmeshGraphic submeshGraphic = canvasRenderer.GetComponent<SkeletonSubmeshGraphic>();
if (submeshGraphic == null) {
submeshGraphic = canvasRenderer.gameObject.AddComponent<SkeletonSubmeshGraphic>();
submeshGraphic.maskable = this.maskable;
submeshGraphic.raycastTarget = false;
}
submeshGraphics.Add(submeshGraphic);
}
}
protected void UpdateAnimationStatus (float deltaTime) {
deltaTime *= timeScale;
state.Update(deltaTime);
}
protected void ApplyAnimation () {
if (BeforeApply != null)
BeforeApply(this);
if (updateMode != UpdateMode.OnlyEventTimelines)
state.Apply(skeleton);
else
state.ApplyEventTimelinesOnly(skeleton, issueEvents: true);
if (UpdateLocal != null)
UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (UpdateWorld != null) {
UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (UpdateComplete != null)
UpdateComplete(this);
}
public void LateUpdate () {
// instantiation can happen from Update() after this component, leading to a missing Update() call.
if (!wasUpdatedAfterInit) Update(0);
if (freeze) return;
if (updateMode != UpdateMode.FullUpdate) return;
PrepareInstructionsAndRenderers();
if (OnInstructionsPrepared != null)
OnInstructionsPrepared(this.currentInstructions);
SetVerticesDirty(); // triggers Rebuild and avoids potential double-update in a single frame
}
protected void OnCullStateChanged (bool culled) {
if (culled)
OnBecameInvisible();
else
OnBecameVisible();
}
public void OnBecameVisible () {
updateMode = UpdateMode.FullUpdate;
}
public void OnBecameInvisible () {
updateMode = updateWhenInvisible;
}
public void ReapplySeparatorSlotNames () {
if (!IsValid)
return;
separatorSlots.Clear();
for (int i = 0, n = separatorSlotNames.Length; i < n; i++) {
string slotName = separatorSlotNames[i];
if (slotName == "")
continue;
Slot slot = skeleton.FindSlot(slotName);
if (slot != null) {
separatorSlots.Add(slot);
}
#if UNITY_EDITOR
else {
Debug.LogWarning(slotName + " is not a slot in " + skeletonDataAsset.skeletonJSON.name);
}
#endif
}
UpdateSeparatorPartParents();
}
#endregion
#region API
protected Skeleton skeleton;
public Skeleton Skeleton {
get {
Initialize(false);
return skeleton;
}
set {
skeleton = value;
}
}
public SkeletonData SkeletonData {
get {
Initialize(false);
return skeleton == null ? null : skeleton.Data;
}
}
public bool IsValid { get { return skeleton != null; } }
public delegate void SkeletonRendererDelegate (SkeletonGraphic skeletonGraphic);
public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
public event SkeletonRendererDelegate OnRebuild;
/// <summary>OnInstructionsPrepared is raised at the end of <c>LateUpdate</c> after render instructions
/// are done, target renderers are prepared, and the mesh is ready to be generated.</summary>
public event InstructionDelegate OnInstructionsPrepared;
/// <summary>OnMeshAndMaterialsUpdated is raised at the end of <c>Rebuild</c> after the Mesh and
/// all materials have been updated. Note that some Unity API calls are not permitted to be issued from
/// <c>Rebuild</c>, so you may want to subscribe to <see cref="OnInstructionsPrepared"/> instead
/// from where you can issue such preparation calls.</summary>
public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
protected Spine.AnimationState state;
public Spine.AnimationState AnimationState {
get {
Initialize(false);
return state;
}
}
[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
readonly ExposedList<Mesh> meshes = new ExposedList<Mesh>();
readonly ExposedList<Material> usedMaterials = new ExposedList<Material>();
readonly ExposedList<Texture> usedTextures = new ExposedList<Texture>();
public ExposedList<Mesh> MeshesMultipleCanvasRenderers { get { return meshes; } }
public ExposedList<Material> MaterialsMultipleCanvasRenderers { get { return usedMaterials; } }
public ExposedList<Texture> TexturesMultipleCanvasRenderers { get { return usedTextures; } }
public Mesh GetLastMesh () {
return meshBuffers.GetCurrent().mesh;
}
public bool MatchRectTransformWithBounds () {
if (!wasUpdatedAfterInit) Update(0);
UpdateMesh();
if (!this.allowMultipleCanvasRenderers)
return MatchRectTransformSingleRenderer();
else
return MatchRectTransformMultipleRenderers();
}
protected bool MatchRectTransformSingleRenderer () {
Mesh mesh = this.GetLastMesh();
if (mesh == null) {
return false;
}
if (mesh.vertexCount == 0) {
this.rectTransform.sizeDelta = new Vector2(50f, 50f);
this.rectTransform.pivot = new Vector2(0.5f, 0.5f);
return false;
}
mesh.RecalculateBounds();
SetRectTransformBounds(mesh.bounds);
return true;
}
protected bool MatchRectTransformMultipleRenderers () {
bool anyBoundsAdded = false;
Bounds combinedBounds = new Bounds();
for (int i = 0; i < canvasRenderers.Count; ++i) {
CanvasRenderer canvasRenderer = canvasRenderers[i];
if (!canvasRenderer.gameObject.activeSelf)
continue;
Mesh mesh = meshes.Items[i];
if (mesh == null || mesh.vertexCount == 0)
continue;
mesh.RecalculateBounds();
Bounds bounds = mesh.bounds;
if (anyBoundsAdded)
combinedBounds.Encapsulate(bounds);
else {
anyBoundsAdded = true;
combinedBounds = bounds;
}
}
if (!anyBoundsAdded) {
this.rectTransform.sizeDelta = new Vector2(50f, 50f);
this.rectTransform.pivot = new Vector2(0.5f, 0.5f);
return false;
}
SetRectTransformBounds(combinedBounds);
return true;
}
private void SetRectTransformBounds (Bounds combinedBounds) {
Vector3 size = combinedBounds.size;
Vector3 center = combinedBounds.center;
Vector2 p = new Vector2(
0.5f - (center.x / size.x),
0.5f - (center.y / size.y)
);
this.rectTransform.sizeDelta = size;
this.rectTransform.pivot = p;
foreach (SkeletonSubmeshGraphic submeshGraphic in submeshGraphics) {
submeshGraphic.rectTransform.sizeDelta = size;
submeshGraphic.rectTransform.pivot = p;
}
}
/// <summary>OnAnimationRebuild is raised after the SkeletonAnimation component is successfully initialized.</summary>
public event ISkeletonAnimationDelegate OnAnimationRebuild;
public event UpdateBonesDelegate BeforeApply;
public event UpdateBonesDelegate UpdateLocal;
public event UpdateBonesDelegate UpdateWorld;
public event UpdateBonesDelegate UpdateComplete;
[SerializeField] protected UpdateTiming updateTiming = UpdateTiming.InUpdate;
public UpdateTiming UpdateTiming { get { return updateTiming; } set { updateTiming = value; } }
[SerializeField] protected bool unscaledTime;
public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
public void Clear () {
skeleton = null;
canvasRenderer.Clear();
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].Clear();
DestroyMeshes();
usedMaterials.Clear();
usedTextures.Clear();
DisposeMeshBuffers();
}
public void TrimRenderers () {
List<CanvasRenderer> newList = new List<CanvasRenderer>();
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
if (canvasRenderer.gameObject.activeSelf) {
newList.Add(canvasRenderer);
} else {
if (Application.isEditor && !Application.isPlaying)
DestroyImmediate(canvasRenderer.gameObject);
else
Destroy(canvasRenderer.gameObject);
}
}
canvasRenderers = newList;
SyncSubmeshGraphicsWithCanvasRenderers();
}
public void Initialize (bool overwrite) {
if (this.IsValid && !overwrite) return;
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
return;
#endif
if (this.skeletonDataAsset == null) return;
SkeletonData skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return;
this.skeleton = new Skeleton(skeletonData) {
ScaleX = this.initialFlipX ? -1 : 1,
ScaleY = this.initialFlipY ? -1 : 1
};
InitMeshBuffers();
baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
// Set the initial Skin and Animation
if (!string.IsNullOrEmpty(initialSkinName))
skeleton.SetSkin(initialSkinName);
separatorSlots.Clear();
for (int i = 0; i < separatorSlotNames.Length; i++)
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
if (OnRebuild != null)
OnRebuild(this);
wasUpdatedAfterInit = false;
this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
if (state == null) {
Clear();
return;
}
if (!string.IsNullOrEmpty(startingAnimation)) {
Spine.Animation animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null) {
state.SetAnimation(0, animationObject, startingLoop);
#if UNITY_EDITOR
if (!Application.isPlaying)
Update(0f);
#endif
}
}
if (OnAnimationRebuild != null)
OnAnimationRebuild(this);
}
public void PrepareInstructionsAndRenderers () {
if (!this.allowMultipleCanvasRenderers) {
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, null);
if (canvasRenderers.Count > 0)
DisableUnusedCanvasRenderers(usedCount: 0);
usedRenderersCount = 0;
} else {
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, null,
enableSeparatorSlots ? separatorSlots : null,
enableSeparatorSlots ? separatorSlots.Count > 0 : false,
false);
int submeshCount = currentInstructions.submeshInstructions.Count;
EnsureCanvasRendererCount(submeshCount);
EnsureMeshesCount(submeshCount);
EnsureUsedTexturesAndMaterialsCount(submeshCount);
EnsureSeparatorPartCount();
PrepareRendererGameObjects(currentInstructions);
}
}
public void UpdateMesh () {
PrepareInstructionsAndRenderers();
UpdateMeshToInstructions();
}
public void UpdateMeshToInstructions () {
if (!this.IsValid || currentInstructions.rawVertexCount < 0) return;
skeleton.SetColor(this.color);
if (!this.allowMultipleCanvasRenderers) {
UpdateMeshSingleCanvasRenderer(currentInstructions);
} else {
UpdateMaterialsMultipleCanvasRenderers(currentInstructions);
UpdateMeshMultipleCanvasRenderers(currentInstructions);
}
if (OnMeshAndMaterialsUpdated != null)
OnMeshAndMaterialsUpdated(this);
}
public bool HasMultipleSubmeshInstructions () {
if (!IsValid)
return false;
return MeshGenerator.RequiresMultipleSubmeshesByDrawOrder(skeleton);
}
#endregion
protected void InitMeshBuffers () {
if (meshBuffers != null) {
meshBuffers.GetNext().Clear();
meshBuffers.GetNext().Clear();
} else {
meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
}
}
protected void DisposeMeshBuffers () {
if (meshBuffers != null) {
meshBuffers.GetNext().Dispose();
meshBuffers.GetNext().Dispose();
meshBuffers = null;
}
}
protected void UpdateMeshSingleCanvasRenderer (SkeletonRendererInstruction currentInstructions) {
MeshRendererBuffers.SmartMesh smartMesh = meshBuffers.GetNext();
bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
meshGenerator.Begin();
bool useAddSubmesh = currentInstructions.hasActiveClipping && currentInstructions.submeshInstructions.Count > 0;
if (useAddSubmesh) {
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);
Mesh mesh = smartMesh.mesh;
meshGenerator.FillVertexData(mesh);
if (updateTriangles) meshGenerator.FillTriangles(mesh);
meshGenerator.FillLateVertexData(mesh);
smartMesh.instructionUsed.Set(currentInstructions);
if (assignMeshOverrideSingle != null)
assignMeshOverrideSingle(mesh, this.canvasRenderer.GetMaterial(), this.mainTexture);
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
if (assignAtCanvasRenderer)
canvasRenderer.SetMesh(mesh);
else
canvasRenderer.SetMesh(null);
if (currentInstructions.submeshInstructions.Count > 0) {
Material material = currentInstructions.submeshInstructions.Items[0].material;
if (material != null && baseTexture != material.mainTexture) {
baseTexture = material.mainTexture;
if (overrideTexture == null && assignAtCanvasRenderer)
canvasRenderer.SetTexture(this.mainTexture);
}
}
}
protected void UpdateMaterialsMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
int submeshCount = currentInstructions.submeshInstructions.Count;
bool useOriginalTextureAndMaterial = (customMaterialOverride.Count == 0 && customTextureOverride.Count == 0);
BlendModeMaterials blendModeMaterials = skeletonDataAsset.blendModeMaterials;
bool hasBlendModeMaterials = blendModeMaterials.RequiresBlendModeMaterials;
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
Material[] usedMaterialItems = usedMaterials.Items;
Texture[] usedTextureItems = usedTextures.Items;
for (int i = 0; i < submeshCount; i++) {
SubmeshInstruction submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
Material submeshMaterial = submeshInstructionItem.material;
if (useOriginalTextureAndMaterial) {
usedTextureItems[i] = submeshMaterial.mainTexture;
if (!hasBlendModeMaterials) {
usedMaterialItems[i] = this.materialForRendering;
} else {
BlendMode blendMode = blendModeMaterials.BlendModeForMaterial(submeshMaterial);
Material usedMaterial = this.materialForRendering;
if (blendMode == BlendMode.Additive && !pmaVertexColors && additiveMaterial) {
usedMaterial = additiveMaterial;
} else if (blendMode == BlendMode.Multiply && multiplyMaterial)
usedMaterial = multiplyMaterial;
else if (blendMode == BlendMode.Screen && screenMaterial)
usedMaterial = screenMaterial;
usedMaterialItems[i] = submeshGraphics[i].GetModifiedMaterial(usedMaterial);
}
} else {
Texture originalTexture = submeshMaterial.mainTexture;
Material usedMaterial;
Texture usedTexture;
if (!customMaterialOverride.TryGetValue(originalTexture, out usedMaterial))
usedMaterial = material;
if (!customTextureOverride.TryGetValue(originalTexture, out usedTexture))
usedTexture = originalTexture;
usedMaterialItems[i] = submeshGraphics[i].GetModifiedMaterial(usedMaterial);
usedTextureItems[i] = usedTexture;
}
}
}
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
Canvas c = canvas;
float scale = (c == null) ? 100 : c.referencePixelsPerUnit;
// Generate meshes.
int submeshCount = currentInstructions.submeshInstructions.Count;
Mesh[] meshesItems = meshes.Items;
bool useOriginalTextureAndMaterial = (customMaterialOverride.Count == 0 && customTextureOverride.Count == 0);
BlendModeMaterials blendModeMaterials = skeletonDataAsset.blendModeMaterials;
bool hasBlendModeMaterials = blendModeMaterials.RequiresBlendModeMaterials;
#if HAS_CULL_TRANSPARENT_MESH
bool mainCullTransparentMesh = this.canvasRenderer.cullTransparentMesh;
#endif
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
Material[] usedMaterialItems = usedMaterials.Items;
Texture[] usedTextureItems = usedTextures.Items;
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
for (int i = 0; i < submeshCount; i++) {
SubmeshInstruction submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
meshGenerator.Begin();
meshGenerator.AddSubmesh(submeshInstructionItem);
Mesh targetMesh = meshesItems[i];
meshGenerator.ScaleVertexData(scale);
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
meshGenerator.FillVertexData(targetMesh);
meshGenerator.FillTriangles(targetMesh);
meshGenerator.FillLateVertexData(targetMesh);
CanvasRenderer canvasRenderer = canvasRenderers[i];
if (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride)
canvasRenderer.SetMesh(targetMesh);
else
canvasRenderer.SetMesh(null);
SkeletonSubmeshGraphic submeshGraphic = submeshGraphics[i];
if (useOriginalTextureAndMaterial && hasBlendModeMaterials) {
bool allowCullTransparentMesh = true;
BlendMode materialBlendMode = blendModeMaterials.BlendModeForMaterial(usedMaterialItems[i]);
if ((materialBlendMode == BlendMode.Normal && submeshInstructionItem.hasPMAAdditiveSlot) ||
(materialBlendMode == BlendMode.Additive && pmaVertexColors)) {
allowCullTransparentMesh = false;
}
#if HAS_CULL_TRANSPARENT_MESH
canvasRenderer.cullTransparentMesh = allowCullTransparentMesh ?
mainCullTransparentMesh : false;
#endif
}
canvasRenderer.materialCount = 1;
if (assignAtCanvasRenderer)
canvasRenderer.SetMaterial(usedMaterialItems[i], usedTextureItems[i]);
}
if (assignMeshOverrideMultiple != null)
assignMeshOverrideMultiple(submeshCount, meshesItems, usedMaterialItems, usedTextureItems);
}
protected void EnsureCanvasRendererCount (int targetCount) {
#if UNITY_EDITOR
RemoveNullCanvasRenderers();
#endif
int currentCount = canvasRenderers.Count;
for (int i = currentCount; i < targetCount; ++i) {
GameObject go = new GameObject(string.Format("Renderer{0}", i), typeof(RectTransform));
go.transform.SetParent(this.transform, false);
go.transform.localPosition = Vector3.zero;
CanvasRenderer canvasRenderer = go.AddComponent<CanvasRenderer>();
canvasRenderers.Add(canvasRenderer);
SkeletonSubmeshGraphic submeshGraphic = go.AddComponent<SkeletonSubmeshGraphic>();
submeshGraphic.maskable = this.maskable;
submeshGraphic.raycastTarget = false;
submeshGraphics.Add(submeshGraphic);
}
}
protected void PrepareRendererGameObjects (SkeletonRendererInstruction currentInstructions) {
int submeshCount = currentInstructions.submeshInstructions.Count;
DisableUnusedCanvasRenderers(usedCount: submeshCount);
int separatorSlotGroupIndex = 0;
int targetSiblingIndex = 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;
}
}
for (int i = 0; i < submeshCount; i++) {
CanvasRenderer canvasRenderer = canvasRenderers[i];
if (i >= usedRenderersCount) {
canvasRenderer.gameObject.SetActive(true);
}
if (canvasRenderer.transform.parent != parent.transform) {
canvasRenderer.transform.SetParent(parent.transform, false);
canvasRenderer.transform.localPosition = Vector3.zero;
}
canvasRenderer.transform.SetSiblingIndex(targetSiblingIndex++);
SubmeshInstruction submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
if (submeshInstructionItem.forceSeparate) {
targetSiblingIndex = 0;
parent = separatorParts[++separatorSlotGroupIndex];
}
}
usedRenderersCount = submeshCount;
}
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);
}
}
}
}
private void DestroyOldRawImages () {
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
RawImage oldRawImage = canvasRenderer.GetComponent<RawImage>();
if (oldRawImage != null) {
DestroyImmediate(oldRawImage);
}
}
}
#endif
protected void EnsureMeshesCount (int targetCount) {
int oldCount = meshes.Count;
meshes.EnsureCapacity(targetCount);
for (int i = oldCount; i < targetCount; i++)
meshes.Add(SpineMesh.NewSkeletonMesh());
}
protected void EnsureUsedTexturesAndMaterialsCount (int targetCount) {
int oldCount = usedMaterials.Count;
usedMaterials.EnsureCapacity(targetCount);
usedTextures.EnsureCapacity(targetCount);
for (int i = oldCount; i < targetCount; i++) {
usedMaterials.Add(null);
usedTextures.Add(null);
}
}
protected void DestroyMeshes () {
foreach (Mesh mesh in meshes) {
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying)
UnityEngine.Object.DestroyImmediate(mesh);
else
UnityEngine.Object.Destroy(mesh);
#else
UnityEngine.Object.Destroy(mesh);
#endif
}
meshes.Clear();
}
protected void EnsureSeparatorPartCount () {
#if UNITY_EDITOR
RemoveNullSeparatorParts();
#endif
int targetCount = separatorSlots.Count + 1;
if (targetCount == 1)
return;
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying) {
for (int i = separatorParts.Count - 1; i >= 0; --i) {
if (separatorParts[i] == null) {
separatorParts.RemoveAt(i);
}
}
}
#endif
int currentCount = separatorParts.Count;
for (int i = currentCount; i < targetCount; ++i) {
GameObject 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) {
CanvasRenderer 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
}
}