[unity] Fixed RenderExistingMesh causing unnecessary allocation. Additional code cleanup and added robustness. Closes #2543.

This commit is contained in:
Harald Csaszar 2024-06-06 15:59:05 +02:00
parent 0481a04cef
commit 568e5ef049
2 changed files with 31 additions and 12 deletions

View File

@ -31,6 +31,10 @@
#define NEW_PREFAB_SYSTEM
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_GET_SHARED_MATERIALS
#endif
using System.Collections.Generic;
using UnityEngine;
@ -59,20 +63,28 @@ namespace Spine.Unity.Examples {
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
private Material[] sharedMaterials = new Material[0];
#if HAS_GET_SHARED_MATERIALS
private List<Material> parentMaterials = new List<Material>();
#endif
#if UNITY_EDITOR
private void Reset () {
if (referenceRenderer == null) {
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
if (!referenceRenderer)
return;
if (this.transform.parent)
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
if (referenceRenderer == null) return;
}
#if HAS_GET_SHARED_MATERIALS
referenceRenderer.GetSharedMaterials(parentMaterials);
int parentMaterialsCount = parentMaterials.Count;
#else
Material[] parentMaterials = referenceRenderer.sharedMaterials;
if (replacementMaterials.Length != parentMaterials.Length) {
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
int parentMaterialsCount = parentMaterials.Length;
#endif
if (replacementMaterials.Length != parentMaterialsCount) {
replacementMaterials = new MaterialReplacement[parentMaterialsCount];
}
for (int i = 0; i < parentMaterials.Length; ++i) {
for (int i = 0; i < parentMaterialsCount; ++i) {
replacementMaterials[i].originalMaterial = parentMaterials[i];
replacementMaterials[i].replacementMaterial = parentMaterials[i];
}
@ -82,9 +94,15 @@ namespace Spine.Unity.Examples {
#endif
void Awake () {
ownRenderer = this.GetComponent<MeshRenderer>();
ownMeshFilter = this.GetComponent<MeshFilter>();
if (referenceRenderer == null) {
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
if (this.transform.parent != null)
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
if (referenceRenderer == null) return;
}
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
// subscribe to OnMeshAndMaterialsUpdated
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
@ -93,9 +111,6 @@ namespace Spine.Unity.Examples {
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
updateViaSkeletonCallback = true;
}
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
ownRenderer = this.GetComponent<MeshRenderer>();
ownMeshFilter = this.GetComponent<MeshFilter>();
InitializeDict();
}
@ -131,6 +146,10 @@ namespace Spine.Unity.Examples {
}
void UpdateMaterials () {
#if UNITY_EDITOR
if (!referenceRenderer) return;
if (!referenceMeshFilter) Reset();
#endif
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
Material[] parentMaterials = referenceRenderer.sharedMaterials;

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity-examples",
"displayName": "spine-unity Runtime Examples",
"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
"version": "4.2.33",
"version": "4.2.34",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",