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@@ -80,36 +80,25 @@ namespace Spine.Unity.Editor {
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// Here we save the skeletonGraphic.skeletonDataAsset asset path in order
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// to restore it later.
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var activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
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- foreach (var sg in activeSkeletonGraphics) {
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- var skeletonDataAsset = sg.skeletonDataAsset;
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+ foreach (var skeletonGraphic in activeSkeletonGraphics) {
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+ var skeletonDataAsset = skeletonGraphic.skeletonDataAsset;
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if (skeletonDataAsset != null) {
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var assetPath = AssetDatabase.GetAssetPath(skeletonDataAsset);
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- var sgID = sg.GetInstanceID();
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+ var sgID = skeletonGraphic.GetInstanceID();
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savedSkeletonDataAssetAtSKeletonGraphicID[sgID] = assetPath;
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skeletonDataAssetsToReload.Add(skeletonDataAsset);
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}
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}
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- foreach (var sda in skeletonDataAssetsToReload) {
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- sda.Clear();
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- sda.GetSkeletonData(true);
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+ foreach (var skeletonDataAsset in skeletonDataAssetsToReload) {
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+ skeletonDataAsset.Clear();
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+ skeletonDataAsset.GetSkeletonData(true);
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}
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- foreach (var sr in activeSkeletonRenderers) {
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- var meshRenderer = sr.GetComponent<MeshRenderer>();
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- var sharedMaterials = meshRenderer.sharedMaterials;
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- foreach (var m in sharedMaterials) {
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- if (m == null) {
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- sr.Initialize(true);
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- break;
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- }
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- }
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- }
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-
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- foreach (var sg in activeSkeletonGraphics) {
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- if (sg.mainTexture == null)
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- sg.Initialize(true);
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- }
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+ foreach (var skeletonRenderer in activeSkeletonRenderers)
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+ skeletonRenderer.Initialize(true);
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+ foreach (var skeletonGraphic in activeSkeletonGraphics)
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+ skeletonGraphic.Initialize(true);
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}
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public static void ReloadSceneSkeletonComponents (SkeletonDataAsset skeletonDataAsset) {
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@@ -119,13 +108,14 @@ namespace Spine.Unity.Editor {
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if (EditorApplication.isPlayingOrWillChangePlaymode) return;
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var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
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- foreach (var sr in activeSkeletonRenderers) {
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- if (sr.isActiveAndEnabled && sr.skeletonDataAsset == skeletonDataAsset) sr.Initialize(true);
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+ foreach (var renderer in activeSkeletonRenderers) {
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+ if (renderer.isActiveAndEnabled && renderer.skeletonDataAsset == skeletonDataAsset) renderer.Initialize(true);
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}
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var activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
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- foreach (var sg in activeSkeletonGraphics) {
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- if (sg.isActiveAndEnabled && sg.skeletonDataAsset == skeletonDataAsset) sg.Initialize(true);
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+ foreach (var graphic in activeSkeletonGraphics) {
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+ if (graphic.isActiveAndEnabled && graphic.skeletonDataAsset == skeletonDataAsset)
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+ graphic.Initialize(true);
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}
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}
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