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synced 2025-12-21 01:36:02 +08:00
[unity] Fix Repacking caching.
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@ -399,7 +399,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
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///
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/// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
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public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments") {
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public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments", bool clearCache = false) {
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if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
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if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
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@ -468,8 +468,8 @@ namespace Spine.Unity.Modules.AttachmentTools {
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}
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// Clean up.
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foreach (var ttp in texturesToPack)
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UnityEngine.Object.Destroy(ttp);
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if (clearCache)
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AtlasUtilities.ClearCache();
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outputTexture = newTexture;
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outputMaterial = newMaterial;
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@ -485,7 +485,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <summary>
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
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/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null, bool clearCache = false) {
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var skinAttachments = o.Attachments;
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var newSkin = new Skin(newName);
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@ -553,8 +553,8 @@ namespace Spine.Unity.Modules.AttachmentTools {
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}
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// Clean up.
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foreach (var ttp in texturesToPack)
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UnityEngine.Object.Destroy(ttp);
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if (clearCache)
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AtlasUtilities.ClearCache();
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outputTexture = newTexture;
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outputMaterial = newMaterial;
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