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@@ -50,31 +50,73 @@ namespace Spine.Unity.Editor {
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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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+ static Dictionary<string, Texture> spriteAtlasTexturesToRestore = new Dictionary<string, Texture>();
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internal static void PreprocessBuild () {
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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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+ PreprocessSpinePrefabMeshes();
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+#endif
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+ PreprocessSpriteAtlases();
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+ }
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+
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+ internal static void PostprocessBuild () {
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+ isBuilding = false;
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+#if HAS_ON_POSTPROCESS_PREFAB
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+ PostprocessSpinePrefabMeshes();
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+#endif
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+ PostprocessSpriteAtlases();
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+ }
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+
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+#if HAS_ON_POSTPROCESS_PREFAB
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+ internal static void PreprocessSpinePrefabMeshes () {
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+ var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
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+ foreach (var asset in prefabAssets) {
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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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+ if (prefabAssets.Length > 0)
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+ AssetDatabase.SaveAssets();
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}
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- internal static void PostprocessBuild () {
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- isBuilding = false;
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-#if HAS_ON_POSTPROCESS_PREFAB
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+ internal static void PostprocessSpinePrefabMeshes () {
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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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+ if (prefabsToRestore.Count > 0)
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+ AssetDatabase.SaveAssets();
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+ prefabsToRestore.Clear();
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+ }
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#endif
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+ internal static void PreprocessSpriteAtlases () {
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+ var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
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+ foreach (var asset in spriteAtlasAssets) {
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+ string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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+ SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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+ if (atlasAsset && atlasAsset.materials.Length > 0) {
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+ spriteAtlasTexturesToRestore[assetPath] = atlasAsset.materials[0].mainTexture;
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+ atlasAsset.materials[0].mainTexture = null;
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+ }
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+ }
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+ if (spriteAtlasAssets.Length > 0)
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+ AssetDatabase.SaveAssets();
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+ }
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+
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+ internal static void PostprocessSpriteAtlases () {
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+ foreach (var pair in spriteAtlasTexturesToRestore) {
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+ string assetPath = pair.Key;
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+ SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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+ if (atlasAsset && atlasAsset.materials.Length > 0) {
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+ atlasAsset.materials[0].mainTexture = pair.Value;
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+ }
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+ }
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+ if (spriteAtlasTexturesToRestore.Count > 0)
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+ AssetDatabase.SaveAssets();
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+ spriteAtlasTexturesToRestore.Clear();
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}
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}
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@@ -89,8 +131,7 @@ namespace Spine.Unity.Editor {
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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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+ void IPreprocessBuildWithReport.OnPreprocessBuild (BuildReport report) {
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SpineBuildProcessor.PreprocessBuild();
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}
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#else
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@@ -113,8 +154,7 @@ namespace Spine.Unity.Editor {
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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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+ void IPostprocessBuildWithReport.OnPostprocessBuild (BuildReport report) {
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SpineBuildProcessor.PostprocessBuild();
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}
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#else
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