mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge branch '4.0' into 4.1-beta
# Conflicts: # spine-ts/package-lock.json # spine-ts/package.json # spine-ts/spine-canvas/package.json # spine-ts/spine-core/package.json # spine-ts/spine-player/package.json # spine-ts/spine-threejs/package.json # spine-ts/spine-webgl/package.json
This commit is contained in:
commit
78e8f637bb
@ -3,7 +3,7 @@
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<head>
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<meta charset="UTF-8">
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<title>spine-threejs</title>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.js"></script>
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<script src="https://unpkg.com/three@0.138.3/build/three.js"></script>
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<script src="../dist/iife/spine-threejs.js"></script>
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</head>
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<style>
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@ -48,14 +48,14 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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`;
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let fragmentShader = `
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uniform sampler2D map;
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#ifdef USE_ALPHATEST
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#ifdef USE_SPINE_ALPHATEST
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uniform float alphaTest;
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#endif
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varying vec2 vUv;
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varying vec4 vColor;
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void main(void) {
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gl_FragColor = texture2D(map, vUv)*vColor;
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#ifdef USE_ALPHATEST
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#ifdef USE_SPINE_ALPHATEST
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if (gl_FragColor.a < alphaTest) discard;
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#endif
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}
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@ -74,7 +74,7 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
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};
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customizer(parameters);
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if (parameters.alphaTest > 0) {
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parameters.defines = { "USE_ALPHATEST": 1 };
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parameters.defines = { "USE_SPINE_ALPHATEST": 1 };
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parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
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}
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super(parameters);
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@ -71,62 +71,83 @@ namespace Spine.Unity.Editor {
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#if HAS_ON_POSTPROCESS_PREFAB
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internal static void PreprocessSpinePrefabMeshes () {
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AssetDatabase.StartAssetEditing();
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prefabsToRestore.Clear();
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var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
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foreach (var asset in prefabAssets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
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prefabsToRestore.Add(assetPath);
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BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
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try {
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AssetDatabase.StartAssetEditing();
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prefabsToRestore.Clear();
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var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
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foreach (var asset in prefabAssets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
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prefabsToRestore.Add(assetPath);
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.StopAssetEditing();
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if (prefabAssets.Length > 0)
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AssetDatabase.SaveAssets();
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} finally {
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BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
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}
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AssetDatabase.StopAssetEditing();
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if (prefabAssets.Length > 0)
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AssetDatabase.SaveAssets();
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}
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internal static void PostprocessSpinePrefabMeshes () {
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foreach (string assetPath in prefabsToRestore) {
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
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try {
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foreach (string assetPath in prefabsToRestore) {
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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}
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if (prefabsToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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prefabsToRestore.Clear();
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} finally {
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
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}
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if (prefabsToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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prefabsToRestore.Clear();
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}
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#endif
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internal static void PreprocessSpriteAtlases () {
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AssetDatabase.StartAssetEditing();
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spriteAtlasTexturesToRestore.Clear();
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var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
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foreach (var asset in spriteAtlasAssets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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if (atlasAsset && atlasAsset.materials.Length > 0) {
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spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
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atlasAsset.materials[0].mainTexture = null;
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BuildUtilities.IsInSpriteAtlasBuildPreProcessing = true;
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try {
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AssetDatabase.StartAssetEditing();
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spriteAtlasTexturesToRestore.Clear();
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var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
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foreach (var asset in spriteAtlasAssets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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if (atlasAsset && atlasAsset.materials.Length > 0) {
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spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
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atlasAsset.materials[0].mainTexture = null;
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.StopAssetEditing();
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if (spriteAtlasAssets.Length > 0)
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AssetDatabase.SaveAssets();
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} finally {
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BuildUtilities.IsInSpriteAtlasBuildPreProcessing = false;
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}
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AssetDatabase.StopAssetEditing();
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if (spriteAtlasAssets.Length > 0)
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AssetDatabase.SaveAssets();
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}
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internal static void PostprocessSpriteAtlases () {
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foreach (var pair in spriteAtlasTexturesToRestore) {
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string assetPath = pair.Key;
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SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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if (atlasAsset && atlasAsset.materials.Length > 0) {
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Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
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atlasAsset.materials[0].mainTexture = atlasTexture;
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BuildUtilities.IsInSpriteAtlasBuildPostProcessing = true;
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try {
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foreach (var pair in spriteAtlasTexturesToRestore) {
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string assetPath = pair.Key;
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SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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if (atlasAsset && atlasAsset.materials.Length > 0) {
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Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
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atlasAsset.materials[0].mainTexture = atlasTexture;
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}
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}
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if (spriteAtlasTexturesToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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spriteAtlasTexturesToRestore.Clear();
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} finally {
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BuildUtilities.IsInSpriteAtlasBuildPostProcessing = false;
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}
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if (spriteAtlasTexturesToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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spriteAtlasTexturesToRestore.Clear();
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}
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}
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@ -251,6 +251,11 @@ namespace Spine.Unity {
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}
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public void Load (AtlasPage page, string path) {
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing ||
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing)
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return;
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#endif
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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@ -169,6 +169,10 @@ namespace Spine.Unity {
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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base.Initialize(overwrite, quiet);
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if (!valid)
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@ -525,7 +525,10 @@ namespace Spine.Unity {
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public void Initialize (bool overwrite) {
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if (this.IsValid && !overwrite) return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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if (this.skeletonDataAsset == null) return;
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var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
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if (skeletonData == null) return;
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@ -75,7 +75,10 @@ namespace Spine.Unity {
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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base.Initialize(overwrite, quiet);
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if (!valid)
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@ -367,7 +367,10 @@ namespace Spine.Unity {
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public virtual void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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// Clear
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{
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// Note: do not reset meshFilter.sharedMesh or meshRenderer.sharedMaterial to null,
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@ -0,0 +1,42 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2022, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_EDITOR
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namespace Spine.Unity {
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public static class BuildUtilities {
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public static bool IsInSkeletonAssetBuildPreProcessing = false;
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public static bool IsInSkeletonAssetBuildPostProcessing = false;
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public static bool IsInSpriteAtlasBuildPreProcessing = false;
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public static bool IsInSpriteAtlasBuildPostProcessing = false;
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}
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}
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#endif
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a2f1169aaf0063f4da1c2b6033bbc13f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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