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+/******************************************************************************
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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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+
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+
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+#if UNITY_2018_1_OR_NEWER
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+#define HAS_BUILD_PROCESS_WITH_REPORT
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+#endif
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+
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+#if UNITY_2020_2_OR_NEWER
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+#define HAS_ON_POSTPROCESS_PREFAB
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+#endif
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+
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+using UnityEngine;
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+using UnityEditor;
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+using System.Collections.Generic;
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+using UnityEditor.Build;
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+#if HAS_BUILD_PROCESS_WITH_REPORT
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+using UnityEditor.Build.Reporting;
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+#endif
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+
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+namespace Spine.Unity.Editor {
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+ public class SpineBuildProcessor
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+ {
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+ internal static bool isBuilding = false;
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+
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+#if HAS_ON_POSTPROCESS_PREFAB
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+ static List<string> prefabsToRestore = new List<string>();
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+#endif
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+
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+ internal static void PreprocessBuild()
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+ {
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+ isBuilding = true;
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+#if HAS_ON_POSTPROCESS_PREFAB
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+ var assets = AssetDatabase.FindAssets("t:Prefab");
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+ foreach(var asset in assets) {
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+ string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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+ GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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+ if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
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+ prefabsToRestore.Add(assetPath);
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+ }
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+ }
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+ AssetDatabase.SaveAssets();
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+#endif
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+ }
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+
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+ internal static void PostprocessBuild()
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+ {
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+ isBuilding = false;
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+#if HAS_ON_POSTPROCESS_PREFAB
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+ foreach (string assetPath in prefabsToRestore) {
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+ GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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+ SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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+ }
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+ AssetDatabase.SaveAssets();
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+#endif
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+ }
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+ }
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+
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+ public class SpineBuildPreprocessor :
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+#if HAS_BUILD_PROCESS_WITH_REPORT
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+ IPreprocessBuildWithReport
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+#else
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+ IPreprocessBuild
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+#endif
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+ {
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+ public int callbackOrder {
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+ get { return -2000; }
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+ }
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+#if HAS_BUILD_PROCESS_WITH_REPORT
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+ void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
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+ {
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+ SpineBuildProcessor.PreprocessBuild();
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+ }
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+#else
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+ void IPreprocessBuild.OnPreprocessBuild(BuildTarget target, string path)
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+ {
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+ SpineBuildProcessor.PreprocessBuild();
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+ }
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+#endif
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+ }
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+
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+ public class SpineBuildPostprocessor :
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+#if HAS_BUILD_PROCESS_WITH_REPORT
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+ IPostprocessBuildWithReport
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+#else
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+ IPostprocessBuild
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+#endif
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+ {
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+ public int callbackOrder {
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+ get { return 2000; }
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+ }
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+
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+
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+#if HAS_BUILD_PROCESS_WITH_REPORT
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+ void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
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+ {
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+ SpineBuildProcessor.PostprocessBuild();
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+ }
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+#else
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+ void IPostprocessBuild.OnPostprocessBuild(BuildTarget target, string path)
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+ {
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+ SpineBuildProcessor.PostprocessBuild();
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+ }
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+#endif
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+ }
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+}
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