[unity] Improved memory utilization during build pre- and post processing.

This commit is contained in:
Harald Csaszar 2022-02-24 21:34:05 +01:00
parent 689daa147a
commit 299ab8fff8
2 changed files with 18 additions and 10 deletions

View File

@ -51,7 +51,7 @@ namespace Spine.Unity.Editor {
#if HAS_ON_POSTPROCESS_PREFAB
static List<string> prefabsToRestore = new List<string>();
#endif
static Dictionary<string, Texture> spriteAtlasTexturesToRestore = new Dictionary<string, Texture>();
static Dictionary<string, string> spriteAtlasTexturesToRestore = new Dictionary<string, string>();
internal static void PreprocessBuild () {
isBuilding = true;
@ -71,19 +71,24 @@ namespace Spine.Unity.Editor {
#if HAS_ON_POSTPROCESS_PREFAB
internal static void PreprocessSpinePrefabMeshes () {
AssetDatabase.StartAssetEditing();
prefabsToRestore.Clear();
var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
foreach (var asset in prefabAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
prefabsToRestore.Add(assetPath);
}
EditorUtility.UnloadUnusedAssetsImmediate();
}
AssetDatabase.StopAssetEditing();
if (prefabAssets.Length > 0)
AssetDatabase.SaveAssets();
}
internal static void PostprocessSpinePrefabMeshes () {
Debug.Log("PostprocessSpinePrefabMeshes called");
foreach (string assetPath in prefabsToRestore) {
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
@ -94,15 +99,19 @@ namespace Spine.Unity.Editor {
}
#endif
internal static void PreprocessSpriteAtlases () {
AssetDatabase.StartAssetEditing();
spriteAtlasTexturesToRestore.Clear();
var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
foreach (var asset in spriteAtlasAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
spriteAtlasTexturesToRestore[assetPath] = atlasAsset.materials[0].mainTexture;
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
atlasAsset.materials[0].mainTexture = null;
}
EditorUtility.UnloadUnusedAssetsImmediate();
}
AssetDatabase.StopAssetEditing();
if (spriteAtlasAssets.Length > 0)
AssetDatabase.SaveAssets();
}
@ -112,7 +121,8 @@ namespace Spine.Unity.Editor {
string assetPath = pair.Key;
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
atlasAsset.materials[0].mainTexture = pair.Value;
Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
atlasAsset.materials[0].mainTexture = atlasTexture;
}
}
if (spriteAtlasTexturesToRestore.Count > 0)

View File

@ -108,8 +108,7 @@ namespace Spine.Unity.Editor {
SetupSpinePrefabMesh(g, context);
}
public static bool SetupSpinePrefabMesh(GameObject g, UnityEditor.AssetImporters.AssetImportContext context)
{
public static bool SetupSpinePrefabMesh (GameObject g, UnityEditor.AssetImporters.AssetImportContext context) {
Dictionary<string, int> nameUsageCount = new Dictionary<string, int>();
bool wasModified = false;
var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
@ -124,7 +123,7 @@ namespace Spine.Unity.Editor {
renderer.LateUpdateMesh();
var mesh = meshFilter.sharedMesh;
if (mesh == null) continue;
string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
if (nameUsageCount.ContainsKey(meshName)) {
nameUsageCount[meshName]++;
@ -140,8 +139,7 @@ namespace Spine.Unity.Editor {
return wasModified;
}
public static bool CleanupSpinePrefabMesh(GameObject g)
{
public static bool CleanupSpinePrefabMesh (GameObject g) {
bool wasModified = false;
var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
foreach (SkeletonRenderer renderer in skeletonRenderers) {