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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fixed RenderExistingMesh causing unnecessary allocation. Additional code cleanup and added robustness. Closes #2543.
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0481a04cef
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@ -31,6 +31,10 @@
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#define NEW_PREFAB_SYSTEM
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#endif
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#if UNITY_2018_2_OR_NEWER
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#define HAS_GET_SHARED_MATERIALS
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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@ -59,20 +63,28 @@ namespace Spine.Unity.Examples {
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private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
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private Material[] sharedMaterials = new Material[0];
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#if HAS_GET_SHARED_MATERIALS
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private List<Material> parentMaterials = new List<Material>();
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#endif
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#if UNITY_EDITOR
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private void Reset () {
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if (referenceRenderer == null) {
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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if (!referenceRenderer)
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return;
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if (this.transform.parent)
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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if (referenceRenderer == null) return;
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}
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#if HAS_GET_SHARED_MATERIALS
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referenceRenderer.GetSharedMaterials(parentMaterials);
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int parentMaterialsCount = parentMaterials.Count;
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#else
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Material[] parentMaterials = referenceRenderer.sharedMaterials;
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if (replacementMaterials.Length != parentMaterials.Length) {
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replacementMaterials = new MaterialReplacement[parentMaterials.Length];
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int parentMaterialsCount = parentMaterials.Length;
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#endif
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if (replacementMaterials.Length != parentMaterialsCount) {
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replacementMaterials = new MaterialReplacement[parentMaterialsCount];
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}
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for (int i = 0; i < parentMaterials.Length; ++i) {
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for (int i = 0; i < parentMaterialsCount; ++i) {
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replacementMaterials[i].originalMaterial = parentMaterials[i];
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replacementMaterials[i].replacementMaterial = parentMaterials[i];
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}
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@ -82,9 +94,15 @@ namespace Spine.Unity.Examples {
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#endif
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void Awake () {
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ownRenderer = this.GetComponent<MeshRenderer>();
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ownMeshFilter = this.GetComponent<MeshFilter>();
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if (referenceRenderer == null) {
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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if (this.transform.parent != null)
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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if (referenceRenderer == null) return;
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}
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referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
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// subscribe to OnMeshAndMaterialsUpdated
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SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
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@ -93,9 +111,6 @@ namespace Spine.Unity.Examples {
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skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
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updateViaSkeletonCallback = true;
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}
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referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
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ownRenderer = this.GetComponent<MeshRenderer>();
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ownMeshFilter = this.GetComponent<MeshFilter>();
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InitializeDict();
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}
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@ -131,6 +146,10 @@ namespace Spine.Unity.Examples {
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}
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void UpdateMaterials () {
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#if UNITY_EDITOR
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if (!referenceRenderer) return;
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if (!referenceMeshFilter) Reset();
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#endif
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ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
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Material[] parentMaterials = referenceRenderer.sharedMaterials;
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity-examples",
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"displayName": "spine-unity Runtime Examples",
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"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
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"version": "4.2.33",
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"version": "4.2.34",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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