[unity] Fixed SkeletonData asset preview constantly loading when editing a prefab. Closes #1545.

This commit is contained in:
Harald Csaszar 2019-12-16 17:12:10 +01:00
parent f0e4a1ebf0
commit 3f9d7b1c63
9 changed files with 68 additions and 59 deletions

View File

@ -807,13 +807,13 @@ namespace Spine.Unity.Editor {
return;
}
const int PreviewLayer = 30;
const int PreviewCameraCullingMask = 1 << PreviewLayer;
if (previewRenderUtility == null) {
previewRenderUtility = new PreviewRenderUtility(true);
animationLastTime = CurrentTime;
const int PreviewLayer = 30;
const int PreviewCameraCullingMask = 1 << PreviewLayer;
{
var c = this.PreviewUtilityCamera;
c.orthographic = true;
@ -825,10 +825,11 @@ namespace Spine.Unity.Editor {
}
DestroyPreviewGameObject();
}
if (previewGameObject == null) {
try {
previewGameObject = EditorInstantiation.InstantiateSkeletonAnimation(skeletonDataAsset, skinName).gameObject;
previewGameObject = EditorInstantiation.InstantiateSkeletonAnimation(skeletonDataAsset, skinName, useObjectFactory:false).gameObject;
if (previewGameObject != null) {
previewGameObject.hideFlags = HideFlags.HideAndDontSave;
@ -852,7 +853,6 @@ namespace Spine.Unity.Editor {
RefreshOnNextUpdate();
}
}
}
public void HandleInteractivePreviewGUI (Rect r, GUIStyle background) {
if (Event.current.type == EventType.Repaint) {

View File

@ -47,7 +47,7 @@ namespace Spine.Unity.Editor {
[MenuItem ("CONTEXT/SkeletonGraphic/Add BoneFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonGraphic = cmd.context as SkeletonGraphic;
var go = EditorInstantiation.NewGameObject("BoneFollower", typeof(RectTransform));
var go = EditorInstantiation.NewGameObject("BoneFollower", true, typeof(RectTransform));
var t = go.transform;
t.SetParent(skeletonGraphic.transform);
t.localPosition = Vector3.zero;

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@ -45,7 +45,7 @@ namespace Spine.Unity.Editor {
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = EditorInstantiation.NewGameObject("New BoneFollower");
var go = EditorInstantiation.NewGameObject("New BoneFollower", true);
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;

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@ -191,7 +191,7 @@ namespace Spine.Unity.Editor {
#endregion
static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer sr, BoundingBoxFollower original = null) {
var go = EditorInstantiation.NewGameObject("BoundingBoxFollower");
var go = EditorInstantiation.NewGameObject("BoundingBoxFollower", true);
go.transform.SetParent(sr.transform, false);
var newFollower = go.AddComponent<BoundingBoxFollower>();

View File

@ -46,7 +46,7 @@ namespace Spine.Unity.Editor {
[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = EditorInstantiation.NewGameObject("PointFollower");
var go = EditorInstantiation.NewGameObject("PointFollower", true);
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;

View File

@ -205,7 +205,7 @@ namespace Spine.Unity.Editor {
}
static GameObject NewSkeletonGraphicGameObject (string gameObjectName) {
var go = EditorInstantiation.NewGameObject(gameObjectName, typeof(RectTransform), typeof(CanvasRenderer), typeof(SkeletonGraphic));
var go = EditorInstantiation.NewGameObject(gameObjectName, true, typeof(RectTransform), typeof(CanvasRenderer), typeof(SkeletonGraphic));
var graphic = go.GetComponent<SkeletonGraphic>();
graphic.material = SkeletonGraphicInspector.DefaultSkeletonGraphicMaterial;
return go;

View File

@ -36,12 +36,12 @@ namespace Spine.Unity.Editor {
public static class Menus {
[MenuItem("GameObject/Spine/SkeletonRenderer", false, 10)]
static public void CreateSkeletonRendererGameObject () {
EditorInstantiation.InstantiateEmptySpineGameObject<SkeletonRenderer>("New SkeletonRenderer");
EditorInstantiation.InstantiateEmptySpineGameObject<SkeletonRenderer>("New SkeletonRenderer", true);
}
[MenuItem("GameObject/Spine/SkeletonAnimation", false, 10)]
static public void CreateSkeletonAnimationGameObject () {
EditorInstantiation.InstantiateEmptySpineGameObject<SkeletonAnimation>("New SkeletonAnimation");
EditorInstantiation.InstantiateEmptySpineGameObject<SkeletonAnimation>("New SkeletonAnimation", true);
}
}
}

View File

@ -330,10 +330,12 @@ namespace Spine.Unity.Editor {
#endif
}
if (atlasPaths.Count > 0 || imagePaths.Count > 0 || skeletonPaths.Count > 0) {
SkeletonDataAssetInspector[] skeletonDataInspectors = Resources.FindObjectsOfTypeAll<SkeletonDataAssetInspector>();
foreach (var inspector in skeletonDataInspectors) {
inspector.UpdateSkeletonData();
}
}
// Any post processing of images
@ -905,13 +907,17 @@ namespace Spine.Unity.Editor {
}
}
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, string skinName, bool destroyInvalid = true) {
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, string skinName,
bool destroyInvalid = true, bool useObjectFactory = true) {
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
var skin = skeletonData != null ? skeletonData.FindSkin(skinName) : null;
return InstantiateSkeletonAnimation(skeletonDataAsset, skin, destroyInvalid);
return InstantiateSkeletonAnimation(skeletonDataAsset, skin, destroyInvalid, useObjectFactory);
}
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, Skin skin = null, bool destroyInvalid = true) {
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, Skin skin = null,
bool destroyInvalid = true, bool useObjectFactory = true) {
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
if (data == null) {
@ -928,7 +934,8 @@ namespace Spine.Unity.Editor {
}
string spineGameObjectName = string.Format("Spine GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
GameObject go = EditorInstantiation.NewGameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(SkeletonAnimation));
GameObject go = EditorInstantiation.NewGameObject(spineGameObjectName, useObjectFactory,
typeof(MeshFilter), typeof(MeshRenderer), typeof(SkeletonAnimation));
SkeletonAnimation newSkeletonAnimation = go.GetComponent<SkeletonAnimation>();
newSkeletonAnimation.skeletonDataAsset = skeletonDataAsset;
TryInitializeSkeletonRendererSettings(newSkeletonAnimation, skin);
@ -954,28 +961,28 @@ namespace Spine.Unity.Editor {
}
/// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary>
public static GameObject NewGameObject (string name) {
public static GameObject NewGameObject (string name, bool useObjectFactory) {
#if NEW_PREFAB_SYSTEM
if (useObjectFactory)
return ObjectFactory.CreateGameObject(name);
#else
return new GameObject(name);
#endif
return new GameObject(name);
}
/// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary>
public static GameObject NewGameObject (string name, params System.Type[] components) {
public static GameObject NewGameObject (string name, bool useObjectFactory, params System.Type[] components) {
#if NEW_PREFAB_SYSTEM
if (useObjectFactory)
return ObjectFactory.CreateGameObject(name, components);
#else
return new GameObject(name, components);
#endif
return new GameObject(name, components);
}
public static void InstantiateEmptySpineGameObject<T> (string name) where T : MonoBehaviour {
public static void InstantiateEmptySpineGameObject<T> (string name, bool useObjectFactory) where T : MonoBehaviour {
var parentGameObject = Selection.activeObject as GameObject;
var parentTransform = parentGameObject == null ? null : parentGameObject.transform;
var gameObject = EditorInstantiation.NewGameObject(name, typeof(T));
var gameObject = EditorInstantiation.NewGameObject(name, useObjectFactory, typeof(T));
gameObject.transform.SetParent(parentTransform, false);
EditorUtility.FocusProjectWindow();
Selection.activeObject = gameObject;
@ -988,7 +995,8 @@ namespace Spine.Unity.Editor {
return InstantiateSkeletonMecanim(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
}
public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, Skin skin = null, bool destroyInvalid = true) {
public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, Skin skin = null,
bool destroyInvalid = true, bool useObjectFactory = true) {
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
if (data == null) {
@ -1005,7 +1013,8 @@ namespace Spine.Unity.Editor {
}
string spineGameObjectName = string.Format("Spine Mecanim GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
GameObject go = EditorInstantiation.NewGameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonMecanim));
GameObject go = EditorInstantiation.NewGameObject(spineGameObjectName, useObjectFactory,
typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonMecanim));
if (skeletonDataAsset.controller == null) {
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);

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@ -299,7 +299,7 @@ namespace Spine.Unity.Editor {
}
}
GameObject prefabRoot = EditorInstantiation.NewGameObject("root");
GameObject prefabRoot = EditorInstantiation.NewGameObject("root", true);
Dictionary<string, Transform> slotTable = new Dictionary<string, Transform>();
Dictionary<string, Transform> boneTable = new Dictionary<string, Transform>();
@ -308,7 +308,7 @@ namespace Spine.Unity.Editor {
//create bones
for (int i = 0; i < skeletonData.Bones.Count; i++) {
var boneData = skeletonData.Bones.Items[i];
Transform boneTransform = EditorInstantiation.NewGameObject(boneData.Name).transform;
Transform boneTransform = EditorInstantiation.NewGameObject(boneData.Name, true).transform;
boneTransform.parent = prefabRoot.transform;
boneTable.Add(boneTransform.name, boneTransform);
boneList.Add(boneTransform);
@ -339,7 +339,7 @@ namespace Spine.Unity.Editor {
//create slots and attachments
for (int slotIndex = 0; slotIndex < skeletonData.Slots.Count; slotIndex++) {
var slotData = skeletonData.Slots.Items[slotIndex];
Transform slotTransform = EditorInstantiation.NewGameObject(slotData.Name).transform;
Transform slotTransform = EditorInstantiation.NewGameObject(slotData.Name, true).transform;
slotTransform.parent = prefabRoot.transform;
slotTable.Add(slotData.Name, slotTransform);
@ -389,7 +389,7 @@ namespace Spine.Unity.Editor {
} else
continue;
Transform attachmentTransform = EditorInstantiation.NewGameObject(attachmentName).transform;
Transform attachmentTransform = EditorInstantiation.NewGameObject(attachmentName, true).transform;
attachmentTransform.parent = slotTransform;
attachmentTransform.localPosition = offset;
@ -1437,7 +1437,7 @@ namespace Spine.Unity.Editor {
Directory.CreateDirectory(bakedDirPath);
if (prefab == null) {
root = EditorInstantiation.NewGameObject("temp", typeof(MeshFilter), typeof(MeshRenderer));
root = EditorInstantiation.NewGameObject("temp", true, typeof(MeshFilter), typeof(MeshRenderer));
#if NEW_PREFAB_SYSTEM
prefab = PrefabUtility.SaveAsPrefabAsset(root, bakedPrefabPath);
#else