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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2025, 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
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- namespace Spine.Unity.Examples {
- using MaterialReplacement = RenderExistingMesh.MaterialReplacement;
- #if NEW_PREFAB_SYSTEM
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- public class RenderExistingMeshGraphic : MonoBehaviour {
- public SkeletonGraphic referenceSkeletonGraphic;
- public Material replacementMaterial;
- public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
- SkeletonSubmeshGraphic ownGraphic;
- public List<SkeletonSubmeshGraphic> ownSubmeshGraphics;
- #if UNITY_EDITOR
- private void Reset () {
- Awake();
- LateUpdate();
- }
- #endif
- void Awake () {
- // subscribe to OnMeshAndMaterialsUpdated
- if (referenceSkeletonGraphic) {
- referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
- referenceSkeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
- }
- ownGraphic = this.GetComponent<SkeletonSubmeshGraphic>();
- if (referenceSkeletonGraphic) {
- if (referenceSkeletonGraphic.allowMultipleCanvasRenderers)
- EnsureCanvasRendererCount(referenceSkeletonGraphic.canvasRenderers.Count);
- else
- SetupSubmeshGraphic();
- }
- }
- protected void OnDisable () {
- if (referenceSkeletonGraphic) {
- referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
- }
- }
- protected void OnEnable () {
- #if UNITY_EDITOR
- // handle disabled scene reload
- if (Application.isPlaying) {
- Awake();
- return;
- }
- #endif
- if (referenceSkeletonGraphic) {
- referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
- referenceSkeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
- }
- }
- void SetupSubmeshGraphic () {
- if (ownGraphic == null)
- ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
- ownGraphic.maskable = referenceSkeletonGraphic.maskable;
- ownGraphic.canvasRenderer.cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
- ownGraphic.canvasRenderer.SetMaterial(replacementMaterial, referenceSkeletonGraphic.mainTexture);
- }
- protected void EnsureCanvasRendererCount (int targetCount) {
- if (ownSubmeshGraphics == null)
- ownSubmeshGraphics = new List<SkeletonSubmeshGraphic>();
- bool cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
- Vector2 pivot = referenceSkeletonGraphic.rectTransform.pivot;
- int currentCount = ownSubmeshGraphics.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>();
- canvasRenderer.cullTransparentMesh = cullTransparentMesh;
- SkeletonSubmeshGraphic submeshGraphic = go.AddComponent<SkeletonSubmeshGraphic>();
- ownSubmeshGraphics.Add(submeshGraphic);
- submeshGraphic.maskable = referenceSkeletonGraphic.maskable;
- submeshGraphic.raycastTarget = false;
- submeshGraphic.rectTransform.pivot = pivot;
- submeshGraphic.rectTransform.anchorMin = Vector2.zero;
- submeshGraphic.rectTransform.anchorMax = Vector2.one;
- submeshGraphic.rectTransform.sizeDelta = Vector2.zero;
- }
- }
- protected void UpdateCanvasRenderers () {
- Mesh[] referenceMeshes = referenceSkeletonGraphic.MeshesMultipleCanvasRenderers.Items;
- Material[] referenceMaterials = referenceSkeletonGraphic.MaterialsMultipleCanvasRenderers.Items;
- Texture[] referenceTextures = referenceSkeletonGraphic.TexturesMultipleCanvasRenderers.Items;
- int end = Math.Min(ownSubmeshGraphics.Count, referenceSkeletonGraphic.TexturesMultipleCanvasRenderers.Count);
- for (int i = 0; i < end; i++) {
- SkeletonSubmeshGraphic submeshGraphic = ownSubmeshGraphics[i];
- CanvasRenderer reference = referenceSkeletonGraphic.canvasRenderers[i];
- if (reference.gameObject.activeInHierarchy) {
- Material usedMaterial = replacementMaterial != null ?
- replacementMaterial : GetReplacementMaterialFor(referenceMaterials[i]);
- if (usedMaterial == null)
- usedMaterial = referenceMaterials[i];
- usedMaterial = referenceSkeletonGraphic.GetModifiedMaterial(usedMaterial);
- submeshGraphic.canvasRenderer.SetMaterial(usedMaterial, referenceTextures[i]);
- submeshGraphic.canvasRenderer.SetMesh(referenceMeshes[i]);
- submeshGraphic.gameObject.SetActive(true);
- } else {
- submeshGraphic.canvasRenderer.Clear();
- submeshGraphic.gameObject.SetActive(false);
- }
- }
- }
- protected void DisableCanvasRenderers () {
- for (int i = 0; i < ownSubmeshGraphics.Count; i++) {
- SkeletonSubmeshGraphic submeshGraphic = ownSubmeshGraphics[i];
- submeshGraphic.canvasRenderer.Clear();
- submeshGraphic.gameObject.SetActive(false);
- }
- }
- protected Material GetReplacementMaterialFor (Material originalMaterial) {
- for (int i = 0; i < replacementMaterials.Length; ++i) {
- MaterialReplacement entry = replacementMaterials[i];
- if (entry.originalMaterial != null && entry.originalMaterial.shader == originalMaterial.shader)
- return entry.replacementMaterial;
- }
- return null;
- }
- #if UNITY_EDITOR
- void LateUpdate () {
- if (!Application.isPlaying) {
- UpdateMesh();
- }
- }
- #endif
- void UpdateOnCallback (SkeletonGraphic g) {
- UpdateMesh();
- }
- void UpdateMesh () {
- if (!referenceSkeletonGraphic) return;
- if (referenceSkeletonGraphic.allowMultipleCanvasRenderers) {
- EnsureCanvasRendererCount(referenceSkeletonGraphic.canvasRenderers.Count);
- UpdateCanvasRenderers();
- if (ownGraphic)
- ownGraphic.canvasRenderer.Clear();
- } else {
- if (ownGraphic == null)
- ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
- DisableCanvasRenderers();
- Material referenceMaterial = referenceSkeletonGraphic.materialForRendering;
- Material usedMaterial = replacementMaterial != null ? replacementMaterial : GetReplacementMaterialFor(referenceMaterial);
- if (usedMaterial == null)
- usedMaterial = referenceMaterial;
- usedMaterial = referenceSkeletonGraphic.GetModifiedMaterial(usedMaterial);
- ownGraphic.canvasRenderer.SetMaterial(usedMaterial, referenceSkeletonGraphic.mainTexture);
- Mesh mesh = referenceSkeletonGraphic.GetLastMesh();
- ownGraphic.canvasRenderer.SetMesh(mesh);
- }
- }
- }
- }
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