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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, 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.
- *****************************************************************************/
- #define SPINE_OPTIONAL_ON_DEMAND_LOADING
- #if SPINE_OPTIONAL_ON_DEMAND_LOADING
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.AddressableAssets;
- using UnityEngine.ResourceManagement.AsyncOperations;
- namespace Spine.Unity {
- [System.Serializable]
- public struct AddressableTextureReference : ITargetTextureReference {
- [SerializeField] public AssetReferenceTexture assetReference;
- #if UNITY_EDITOR
- public Texture EditorTexture {
- get {
- return (Texture)assetReference.editorAsset;
- }
- }
- #endif
- }
- public struct AddressableRequest : IOnDemandRequest {
- public AsyncOperationHandle<Texture> handle;
- public bool WasRequested {
- get { return handle.IsValid(); }
- }
- public bool WasSuccessfullyLoaded {
- get { return handle.IsValid() && handle.Status == AsyncOperationStatus.Succeeded; }
- }
- public bool IsTarget (Texture texture) {
- return handle.Result == texture;
- }
- public void Release () {
- Addressables.Release(handle);
- }
- }
- [System.Serializable]
- public class AddressablesTextureLoader : GenericOnDemandTextureLoader<AddressableTextureReference, AddressableRequest> {
- public override void CreateTextureRequest (AddressableTextureReference targetReference,
- MaterialOnDemandData materialData, int textureIndex, Material materialToUpdate,
- System.Action<Texture> onTextureLoaded) {
- OnTextureRequested(materialToUpdate, textureIndex);
- materialData.textureRequests[textureIndex].handle = targetReference.assetReference.LoadAssetAsync<Texture>();
- materialData.textureRequests[textureIndex].handle.Completed += (obj) => {
- if (obj.Status == AsyncOperationStatus.Succeeded) {
- Texture loadedTexture = (Texture)targetReference.assetReference.Asset;
- materialToUpdate.mainTexture = loadedTexture;
- OnTextureLoaded(materialToUpdate, textureIndex);
- if (onTextureLoaded != null) onTextureLoaded(loadedTexture);
- } else {
- OnTextureLoadFailed(materialToUpdate, textureIndex);
- }
- };
- }
- public override Texture GetAlreadyLoadedTexture (int materialIndex, int textureIndex) {
- AddressableTextureReference targetReference = placeholderMap[materialIndex].textures[textureIndex].targetTextureReference;
- return (Texture)targetReference.assetReference.Asset;
- }
- }
- }
- #endif
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