Merge pull request #1937 from vhristov/prefab_build_cleanup

[unity] Implement build preprocessor for prefabs cleanup
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Harald Csaszar 2021-08-06 16:39:58 +02:00 committed by GitHub
commit 193ba1eacd
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3 changed files with 173 additions and 2 deletions

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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
*
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* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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*****************************************************************************/
#if UNITY_2018_1_OR_NEWER
#define HAS_BUILD_PROCESS_WITH_REPORT
#endif
#if UNITY_2020_2_OR_NEWER
#define HAS_ON_POSTPROCESS_PREFAB
#endif
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEditor.Build;
#if HAS_BUILD_PROCESS_WITH_REPORT
using UnityEditor.Build.Reporting;
#endif
namespace Spine.Unity.Editor {
public class SpineBuildProcessor
{
internal static bool isBuilding = false;
#if HAS_ON_POSTPROCESS_PREFAB
static List<string> prefabsToRestore = new List<string>();
#endif
internal static void PreprocessBuild()
{
isBuilding = true;
#if HAS_ON_POSTPROCESS_PREFAB
var assets = AssetDatabase.FindAssets("t:Prefab");
foreach(var asset in assets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
prefabsToRestore.Add(assetPath);
}
}
AssetDatabase.SaveAssets();
#endif
}
internal static void PostprocessBuild()
{
isBuilding = false;
#if HAS_ON_POSTPROCESS_PREFAB
foreach (string assetPath in prefabsToRestore) {
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
}
AssetDatabase.SaveAssets();
#endif
}
}
public class SpineBuildPreprocessor :
#if HAS_BUILD_PROCESS_WITH_REPORT
IPreprocessBuildWithReport
#else
IPreprocessBuild
#endif
{
public int callbackOrder {
get { return -2000; }
}
#if HAS_BUILD_PROCESS_WITH_REPORT
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
{
SpineBuildProcessor.PreprocessBuild();
}
#else
void IPreprocessBuild.OnPreprocessBuild(BuildTarget target, string path)
{
SpineBuildProcessor.PreprocessBuild();
}
#endif
}
public class SpineBuildPostprocessor :
#if HAS_BUILD_PROCESS_WITH_REPORT
IPostprocessBuildWithReport
#else
IPostprocessBuild
#endif
{
public int callbackOrder {
get { return 2000; }
}
#if HAS_BUILD_PROCESS_WITH_REPORT
void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
{
SpineBuildProcessor.PostprocessBuild();
}
#else
void IPostprocessBuild.OnPostprocessBuild(BuildTarget target, string path)
{
SpineBuildProcessor.PostprocessBuild();
}
#endif
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@ -102,8 +102,18 @@ namespace Spine.Unity.Editor {
#if HAS_ON_POSTPROCESS_PREFAB
// Post process prefabs for setting the MeshFilter to not cause constant Prefab override changes.
void OnPostprocessPrefab (GameObject g) {
if (SpineBuildProcessor.isBuilding)
return;
SetupSpinePrefabMesh(g, context);
}
public static bool SetupSpinePrefabMesh(GameObject g, UnityEditor.AssetImporters.AssetImportContext context)
{
bool wasModified = false;
var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
foreach (SkeletonRenderer renderer in skeletonRenderers) {
wasModified = true;
var meshFilter = renderer.GetComponent<MeshFilter>();
if (meshFilter == null)
meshFilter = renderer.gameObject.AddComponent<MeshFilter>();
@ -114,9 +124,27 @@ namespace Spine.Unity.Editor {
var mesh = meshFilter.sharedMesh;
string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
mesh.name = meshName;
mesh.hideFlags = HideFlags.DontSaveInEditor; // removed flag DontSaveInBuild, prevents a build error when the prefab is referenced
context.AddObjectToAsset(meshName, mesh);
if (context != null)
context.AddObjectToAsset(meshFilter.sharedMesh.name, meshFilter.sharedMesh);
}
return wasModified;
}
public static bool CleanupSpinePrefabMesh(GameObject g)
{
bool wasModified = false;
var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
foreach (SkeletonRenderer renderer in skeletonRenderers) {
var meshFilter = renderer.GetComponent<MeshFilter>();
if (meshFilter != null) {
if (meshFilter.sharedMesh) {
wasModified = true;
meshFilter.sharedMesh = null;
meshFilter.hideFlags = HideFlags.None;
}
}
}
return wasModified;
}
#endif