[unity] On-demand loading: Fixed a bug of editor not always resetting textures when exiting play mode.

This commit is contained in:
Harald Csaszar 2023-11-21 14:33:02 +01:00
parent 97a03e059e
commit 7eea8ce8b3
4 changed files with 17 additions and 2 deletions

View File

@ -45,9 +45,18 @@ namespace Spine.Unity.Editor {
using PlaceholderMaterialMapping = AddressablesTextureLoader.PlaceholderMaterialMapping;
using PlaceholderTextureMapping = AddressablesTextureLoader.PlaceholderTextureMapping;
[InitializeOnLoad]
[CustomEditor(typeof(AddressablesTextureLoader)), CanEditMultipleObjects]
public class AddressablesTextureLoaderInspector : GenericTextureLoaderInspector {
// Note: This static ctor ensures the generic base class method RegisterPlayModeChangedCallbacks is
// definitely called via InitializeOnLoad. Otherwise problems arose where the base class static ctor code
// is not executed (related to being a generic class).
static AddressablesTextureLoaderInspector () {
// The call below is necessary, otherwise the static GenericTextureLoaderInspector ctor is not called.
GenericTextureLoaderInspector.RegisterPlayModeChangedCallbacks();
}
public class AddressablesMethodImplementations : StaticMethodImplementations {
public override string LoaderSuffix { get { return "_Addressable"; } }

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.addressables",
"displayName": "Spine Addressables Extensions [Experimental]",
"description": "This experimental plugin provides integration of Addressables on-demand texture loading for the spine-unity runtime.\nPlease be sure to test this package first and create backups of your project before using.\n\nUsage: First declare your target Material textures as addressable. Then select the SpineAtlasAsset, right-click the SpineAtlasAsset Inspector heading and select 'Add Addressables Loader'. This generates an 'AddressableTextureLoader' asset providing configuration parameters and sets up low-resolution placeholder textures which are automatically assigned in a pre-build step when building your game executable.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime (via the spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.0-preview.2",
"version": "4.1.0-preview.3",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",

View File

@ -71,9 +71,15 @@ namespace Spine.Unity.Editor {
/// Called via InitializeOnLoad attribute upon Editor startup or compilation.
/// </summary>
static GenericOnDemandTextureLoaderInspector () {
RegisterPlayModeChangedCallbacks();
}
public static void RegisterPlayModeChangedCallbacks () {
#if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= OnPlaymodeChanged;
EditorApplication.playModeStateChanged += OnPlaymodeChanged;
#else
EditorApplication.playmodeStateChanged -= OnPlaymodeChanged;
EditorApplication.playmodeStateChanged += OnPlaymodeChanged;
#endif
}

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.on-demand-loading",
"displayName": "Spine On-Demand Loading Extensions [Experimental]",
"description": "This experimental plugin provides a generic basic implementation of on-demand texture loading for the spine-unity runtime. You might want to use the available com.esotericsoftware.spine.addressables package which depends on this package.\nPlease be sure to test this package first and create backups of your project before using.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime (via the spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.0-preview.2",
"version": "4.1.0-preview.3",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",