mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-08 03:36:52 +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 @@
|
|||||||
<head>
|
<head>
|
||||||
<meta charset="UTF-8">
|
<meta charset="UTF-8">
|
||||||
<title>spine-threejs</title>
|
<title>spine-threejs</title>
|
||||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.js"></script>
|
<script src="https://unpkg.com/three@0.138.3/build/three.js"></script>
|
||||||
<script src="../dist/iife/spine-threejs.js"></script>
|
<script src="../dist/iife/spine-threejs.js"></script>
|
||||||
</head>
|
</head>
|
||||||
<style>
|
<style>
|
||||||
|
|||||||
@ -48,14 +48,14 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
|||||||
`;
|
`;
|
||||||
let fragmentShader = `
|
let fragmentShader = `
|
||||||
uniform sampler2D map;
|
uniform sampler2D map;
|
||||||
#ifdef USE_ALPHATEST
|
#ifdef USE_SPINE_ALPHATEST
|
||||||
uniform float alphaTest;
|
uniform float alphaTest;
|
||||||
#endif
|
#endif
|
||||||
varying vec2 vUv;
|
varying vec2 vUv;
|
||||||
varying vec4 vColor;
|
varying vec4 vColor;
|
||||||
void main(void) {
|
void main(void) {
|
||||||
gl_FragColor = texture2D(map, vUv)*vColor;
|
gl_FragColor = texture2D(map, vUv)*vColor;
|
||||||
#ifdef USE_ALPHATEST
|
#ifdef USE_SPINE_ALPHATEST
|
||||||
if (gl_FragColor.a < alphaTest) discard;
|
if (gl_FragColor.a < alphaTest) discard;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
@ -74,7 +74,7 @@ export class SkeletonMeshMaterial extends THREE.ShaderMaterial {
|
|||||||
};
|
};
|
||||||
customizer(parameters);
|
customizer(parameters);
|
||||||
if (parameters.alphaTest > 0) {
|
if (parameters.alphaTest > 0) {
|
||||||
parameters.defines = { "USE_ALPHATEST": 1 };
|
parameters.defines = { "USE_SPINE_ALPHATEST": 1 };
|
||||||
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
|
parameters.uniforms["alphaTest"] = { value: parameters.alphaTest };
|
||||||
}
|
}
|
||||||
super(parameters);
|
super(parameters);
|
||||||
|
|||||||
@ -71,62 +71,83 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
#if HAS_ON_POSTPROCESS_PREFAB
|
#if HAS_ON_POSTPROCESS_PREFAB
|
||||||
internal static void PreprocessSpinePrefabMeshes () {
|
internal static void PreprocessSpinePrefabMeshes () {
|
||||||
AssetDatabase.StartAssetEditing();
|
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
|
||||||
prefabsToRestore.Clear();
|
try {
|
||||||
var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
|
AssetDatabase.StartAssetEditing();
|
||||||
foreach (var asset in prefabAssets) {
|
prefabsToRestore.Clear();
|
||||||
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
|
var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
|
||||||
GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
foreach (var asset in prefabAssets) {
|
||||||
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
|
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
|
||||||
prefabsToRestore.Add(assetPath);
|
GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||||
|
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
|
||||||
|
prefabsToRestore.Add(assetPath);
|
||||||
|
}
|
||||||
|
EditorUtility.UnloadUnusedAssetsImmediate();
|
||||||
}
|
}
|
||||||
EditorUtility.UnloadUnusedAssetsImmediate();
|
AssetDatabase.StopAssetEditing();
|
||||||
|
if (prefabAssets.Length > 0)
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
} finally {
|
||||||
|
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
|
||||||
}
|
}
|
||||||
AssetDatabase.StopAssetEditing();
|
|
||||||
if (prefabAssets.Length > 0)
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
internal static void PostprocessSpinePrefabMeshes () {
|
internal static void PostprocessSpinePrefabMeshes () {
|
||||||
foreach (string assetPath in prefabsToRestore) {
|
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
|
||||||
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
try {
|
||||||
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
|
foreach (string assetPath in prefabsToRestore) {
|
||||||
|
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||||
|
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
|
||||||
|
}
|
||||||
|
if (prefabsToRestore.Count > 0)
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
prefabsToRestore.Clear();
|
||||||
|
|
||||||
|
} finally {
|
||||||
|
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
|
||||||
}
|
}
|
||||||
if (prefabsToRestore.Count > 0)
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
prefabsToRestore.Clear();
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
internal static void PreprocessSpriteAtlases () {
|
internal static void PreprocessSpriteAtlases () {
|
||||||
AssetDatabase.StartAssetEditing();
|
BuildUtilities.IsInSpriteAtlasBuildPreProcessing = true;
|
||||||
spriteAtlasTexturesToRestore.Clear();
|
try {
|
||||||
var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
|
AssetDatabase.StartAssetEditing();
|
||||||
foreach (var asset in spriteAtlasAssets) {
|
spriteAtlasTexturesToRestore.Clear();
|
||||||
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
|
var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
|
||||||
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
|
foreach (var asset in spriteAtlasAssets) {
|
||||||
if (atlasAsset && atlasAsset.materials.Length > 0) {
|
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
|
||||||
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
|
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
|
||||||
atlasAsset.materials[0].mainTexture = null;
|
if (atlasAsset && atlasAsset.materials.Length > 0) {
|
||||||
|
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
|
||||||
|
atlasAsset.materials[0].mainTexture = null;
|
||||||
|
}
|
||||||
|
EditorUtility.UnloadUnusedAssetsImmediate();
|
||||||
}
|
}
|
||||||
EditorUtility.UnloadUnusedAssetsImmediate();
|
AssetDatabase.StopAssetEditing();
|
||||||
|
if (spriteAtlasAssets.Length > 0)
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
} finally {
|
||||||
|
BuildUtilities.IsInSpriteAtlasBuildPreProcessing = false;
|
||||||
}
|
}
|
||||||
AssetDatabase.StopAssetEditing();
|
|
||||||
if (spriteAtlasAssets.Length > 0)
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
internal static void PostprocessSpriteAtlases () {
|
internal static void PostprocessSpriteAtlases () {
|
||||||
foreach (var pair in spriteAtlasTexturesToRestore) {
|
BuildUtilities.IsInSpriteAtlasBuildPostProcessing = true;
|
||||||
string assetPath = pair.Key;
|
try {
|
||||||
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
|
foreach (var pair in spriteAtlasTexturesToRestore) {
|
||||||
if (atlasAsset && atlasAsset.materials.Length > 0) {
|
string assetPath = pair.Key;
|
||||||
Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
|
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
|
||||||
atlasAsset.materials[0].mainTexture = atlasTexture;
|
if (atlasAsset && atlasAsset.materials.Length > 0) {
|
||||||
|
Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
|
||||||
|
atlasAsset.materials[0].mainTexture = atlasTexture;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
if (spriteAtlasTexturesToRestore.Count > 0)
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
spriteAtlasTexturesToRestore.Clear();
|
||||||
|
} finally {
|
||||||
|
BuildUtilities.IsInSpriteAtlasBuildPostProcessing = false;
|
||||||
}
|
}
|
||||||
if (spriteAtlasTexturesToRestore.Count > 0)
|
|
||||||
AssetDatabase.SaveAssets();
|
|
||||||
spriteAtlasTexturesToRestore.Clear();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -251,6 +251,11 @@ namespace Spine.Unity {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Load (AtlasPage page, string path) {
|
public void Load (AtlasPage page, string path) {
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing ||
|
||||||
|
BuildUtilities.IsInSkeletonAssetBuildPostProcessing)
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
String name = Path.GetFileNameWithoutExtension(path);
|
String name = Path.GetFileNameWithoutExtension(path);
|
||||||
Material material = null;
|
Material material = null;
|
||||||
foreach (Material other in atlasAsset.materials) {
|
foreach (Material other in atlasAsset.materials) {
|
||||||
|
|||||||
@ -169,6 +169,10 @@ namespace Spine.Unity {
|
|||||||
public override void Initialize (bool overwrite, bool quiet = false) {
|
public override void Initialize (bool overwrite, bool quiet = false) {
|
||||||
if (valid && !overwrite)
|
if (valid && !overwrite)
|
||||||
return;
|
return;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
base.Initialize(overwrite, quiet);
|
base.Initialize(overwrite, quiet);
|
||||||
|
|
||||||
if (!valid)
|
if (!valid)
|
||||||
|
|||||||
@ -525,7 +525,10 @@ namespace Spine.Unity {
|
|||||||
|
|
||||||
public void Initialize (bool overwrite) {
|
public void Initialize (bool overwrite) {
|
||||||
if (this.IsValid && !overwrite) return;
|
if (this.IsValid && !overwrite) return;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
if (this.skeletonDataAsset == null) return;
|
if (this.skeletonDataAsset == null) return;
|
||||||
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
|
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
|
||||||
if (skeletonData == null) return;
|
if (skeletonData == null) return;
|
||||||
|
|||||||
@ -75,7 +75,10 @@ namespace Spine.Unity {
|
|||||||
public override void Initialize (bool overwrite, bool quiet = false) {
|
public override void Initialize (bool overwrite, bool quiet = false) {
|
||||||
if (valid && !overwrite)
|
if (valid && !overwrite)
|
||||||
return;
|
return;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
base.Initialize(overwrite, quiet);
|
base.Initialize(overwrite, quiet);
|
||||||
|
|
||||||
if (!valid)
|
if (!valid)
|
||||||
|
|||||||
@ -367,7 +367,10 @@ namespace Spine.Unity {
|
|||||||
public virtual void Initialize (bool overwrite, bool quiet = false) {
|
public virtual void Initialize (bool overwrite, bool quiet = false) {
|
||||||
if (valid && !overwrite)
|
if (valid && !overwrite)
|
||||||
return;
|
return;
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
// Clear
|
// Clear
|
||||||
{
|
{
|
||||||
// Note: do not reset meshFilter.sharedMesh or meshRenderer.sharedMaterial to null,
|
// Note: do not reset meshFilter.sharedMesh or meshRenderer.sharedMaterial to null,
|
||||||
|
|||||||
@ -0,0 +1,42 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes License Agreement
|
||||||
|
* Last updated January 1, 2020. Replaces all prior versions.
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||||
|
*
|
||||||
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
|
*
|
||||||
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
|
* include this license and copyright notice.
|
||||||
|
*
|
||||||
|
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
namespace Spine.Unity {
|
||||||
|
|
||||||
|
public static class BuildUtilities {
|
||||||
|
public static bool IsInSkeletonAssetBuildPreProcessing = false;
|
||||||
|
public static bool IsInSkeletonAssetBuildPostProcessing = false;
|
||||||
|
public static bool IsInSpriteAtlasBuildPreProcessing = false;
|
||||||
|
public static bool IsInSpriteAtlasBuildPostProcessing = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a2f1169aaf0063f4da1c2b6033bbc13f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Loading…
x
Reference in New Issue
Block a user