diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs new file mode 100644 index 000000000..47972c356 --- /dev/null +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs @@ -0,0 +1,132 @@ +/****************************************************************************** + * 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 + * + * 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_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 prefabsToRestore = new List(); +#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(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(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 + } +} diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs.meta b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs.meta new file mode 100644 index 000000000..09f96e801 --- /dev/null +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ca21cb19ac5068ee796e6cb09ff11e5d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs index b5cb25e5a..c469e0ed7 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs @@ -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(true); foreach (SkeletonRenderer renderer in skeletonRenderers) { + wasModified = true; var meshFilter = renderer.GetComponent(); if (meshFilter == null) meshFilter = renderer.gameObject.AddComponent(); @@ -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(true); + foreach (SkeletonRenderer renderer in skeletonRenderers) { + var meshFilter = renderer.GetComponent(); + if (meshFilter != null) { + if (meshFilter.sharedMesh) { + wasModified = true; + meshFilter.sharedMesh = null; + meshFilter.hideFlags = HideFlags.None; + } + } + } + return wasModified; } #endif