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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using UnityEngine.UI;
using Spine;
namespace Spine.Unity {
[ExecuteInEditMode, RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
#region Inspector
public SkeletonDataAsset skeletonDataAsset;
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
[SpineSkin(dataField:"skeletonDataAsset")]
public string initialSkinName = "default";
public bool initialFlipX, initialFlipY;
[SpineAnimation(dataField:"skeletonDataAsset")]
public string startingAnimation;
public bool startingLoop;
public float timeScale = 1f;
public bool freeze;
public bool unscaledTime;
#if UNITY_EDITOR
protected override void OnValidate () {
// This handles Scene View preview.
base.OnValidate ();
if (this.IsValid) {
if (skeletonDataAsset == null) {
Clear();
startingAnimation = "";
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
Clear();
Initialize(true);
startingAnimation = "";
if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].materials.Length > 1)
Debug.LogError("Unity UI does not support multiple textures per Renderer. Your skeleton will not be rendered correctly. Recommend using SkeletonAnimation instead. This requires the use of a Screen space camera canvas.");
} else {
if (freeze) return;
if (!string.IsNullOrEmpty(initialSkinName)) {
var skin = skeleton.data.FindSkin(initialSkinName);
if (skin != null) {
if (skin == skeleton.data.defaultSkin)
skeleton.SetSkin((Skin)null);
else
skeleton.SetSkin(skin);
}
}
// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
if (!Application.isPlaying) {
skeleton.flipX = this.initialFlipX;
skeleton.flipY = this.initialFlipY;
skeleton.SetToSetupPose();
if (!string.IsNullOrEmpty(startingAnimation))
skeleton.PoseWithAnimation(startingAnimation, 0f, false);
}
}
} else {
if (skeletonDataAsset != null)
Initialize(true);
}
}
protected override void Reset () {
base.Reset();
if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic (Premultiply Alpha)"))
Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
}
#endif
#endregion
#region Runtime Instantiation
public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent) {
SkeletonGraphic sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset);
if (parent != null) sg.transform.SetParent(parent, false);
return sg;
}
public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
var c = gameObject.AddComponent<SkeletonGraphic>();
if (skeletonDataAsset != null) {
c.skeletonDataAsset = skeletonDataAsset;
c.Initialize(false);
}
return c;
}
#endregion
#region Internals
// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
Texture overrideTexture;
public Texture OverrideTexture {
get { return overrideTexture; }
set {
overrideTexture = value;
canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
}
}
public override Texture mainTexture {
get {
// Fail loudly when incorrectly set up.
if (overrideTexture != null) return overrideTexture;
return skeletonDataAsset == null ? null : skeletonDataAsset.atlasAssets[0].materials[0].mainTexture;
}
}
protected override void Awake () {
base.Awake ();
if (!this.IsValid) {
Initialize(false);
Rebuild(CanvasUpdate.PreRender);
}
}
public override void Rebuild (CanvasUpdate update) {
base.Rebuild(update);
if (canvasRenderer.cull) return;
if (update == CanvasUpdate.PreRender) UpdateMesh();
}
public virtual void Update () {
if (freeze) return;
Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
}
public virtual void Update (float deltaTime) {
if (!this.IsValid) return;
deltaTime *= timeScale;
skeleton.Update(deltaTime);
state.Update(deltaTime);
state.Apply(skeleton);
if (UpdateLocal != null) UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (UpdateWorld != null) {
UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (UpdateComplete != null) UpdateComplete(this);
}
public void LateUpdate () {
if (freeze) return;
//this.SetVerticesDirty(); // Which is better?
UpdateMesh();
}
#endregion
#region API
protected Skeleton skeleton;
public Skeleton Skeleton { get { return skeleton; } internal set { skeleton = value; } }
public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } }
public bool IsValid { get { return skeleton != null; } }
protected Spine.AnimationState state;
public Spine.AnimationState AnimationState { get { return state; } }
[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
public Mesh GetLastMesh () {
return meshBuffers.GetCurrent().mesh;
}
public event UpdateBonesDelegate UpdateLocal;
public event UpdateBonesDelegate UpdateWorld;
public event UpdateBonesDelegate UpdateComplete;
/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
public void Clear () {
skeleton = null;
canvasRenderer.Clear();
}
public void Initialize (bool overwrite) {
if (this.IsValid && !overwrite) return;
// Make sure none of the stuff is null
if (this.skeletonDataAsset == null) return;
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].materials.Length <= 0) return;
this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
if (state == null) {
Clear();
return;
}
this.skeleton = new Skeleton(skeletonData) {
flipX = this.initialFlipX,
flipY = this.initialFlipY
};
meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
// Set the initial Skin and Animation
if (!string.IsNullOrEmpty(initialSkinName))
skeleton.SetSkin(initialSkinName);
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(startingAnimation)) {
if (Application.isPlaying) {
state.SetAnimation(0, startingAnimation, startingLoop);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0);
}
Update(0);
}
#else
if (!string.IsNullOrEmpty(startingAnimation)) {
state.SetAnimation(0, startingAnimation, startingLoop);
Update(0);
}
#endif
}
public void UpdateMesh () {
if (!this.IsValid) return;
skeleton.SetColor(this.color);
var smartMesh = meshBuffers.GetNext();
var currentInstructions = this.currentInstructions;
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, this.material);
bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
meshGenerator.Begin();
if (currentInstructions.hasActiveClipping) {
meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
} else {
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
}
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
var mesh = smartMesh.mesh;
meshGenerator.FillVertexData(mesh);
if (updateTriangles) meshGenerator.FillTrianglesSingle(mesh);
meshGenerator.FillLateVertexData(mesh);
canvasRenderer.SetMesh(mesh);
smartMesh.instructionUsed.Set(currentInstructions);
//this.UpdateMaterial(); // TODO: This allocates memory.
}
#endregion
}
}