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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[unity] Fixed SkeletonGraphic with multiple materials displaying white square and issuing error when number of renderers changes in SkeletonGraphic.Rebuild. Closes #1826.
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@ -72,6 +72,8 @@ namespace Spine.Unity {
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public bool unscaledTime;
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public bool allowMultipleCanvasRenderers = false;
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public List<CanvasRenderer> canvasRenderers = new List<CanvasRenderer>();
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protected List<RawImage> rawImages = new List<RawImage>();
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protected int usedRenderersCount = 0;
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// Submesh Separation
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public const string SeparatorPartGameObjectName = "Part";
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@ -200,6 +202,7 @@ namespace Spine.Unity {
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protected override void Awake () {
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base.Awake ();
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SyncRawImagesWithCanvasRenderers();
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if (!this.IsValid) {
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#if UNITY_EDITOR
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// workaround for special import case of open scene where OnValidate and Awake are
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@ -217,7 +220,7 @@ namespace Spine.Unity {
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public override void Rebuild (CanvasUpdate update) {
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base.Rebuild(update);
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if (canvasRenderer.cull) return;
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if (update == CanvasUpdate.PreRender) UpdateMesh();
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if (update == CanvasUpdate.PreRender) UpdateMesh(keepRendererCount : true);
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if (allowMultipleCanvasRenderers) canvasRenderer.Clear();
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}
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@ -253,6 +256,12 @@ namespace Spine.Unity {
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ApplyAnimation();
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}
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protected void SyncRawImagesWithCanvasRenderers () {
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rawImages.Clear();
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foreach (var canvasRenderer in canvasRenderers)
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rawImages.Add(canvasRenderer.GetComponent<RawImage>());
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}
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protected void UpdateAnimationStatus (float deltaTime) {
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deltaTime *= timeScale;
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skeleton.Update(deltaTime);
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@ -264,7 +273,7 @@ namespace Spine.Unity {
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BeforeApply(this);
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if (updateMode != UpdateMode.OnlyEventTimelines)
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state.Apply(skeleton);
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state.Apply(skeleton);
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else
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state.ApplyEventTimelinesOnly(skeleton);
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@ -452,6 +461,7 @@ namespace Spine.Unity {
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}
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}
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canvasRenderers = newList;
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SyncRawImagesWithCanvasRenderers();
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}
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public void Initialize (bool overwrite) {
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@ -503,7 +513,7 @@ namespace Spine.Unity {
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OnRebuild(this);
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}
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public void UpdateMesh () {
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public void UpdateMesh (bool keepRendererCount = false) {
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if (!this.IsValid) return;
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skeleton.SetColor(this.color);
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@ -513,7 +523,7 @@ namespace Spine.Unity {
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UpdateMeshSingleCanvasRenderer();
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}
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else {
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UpdateMeshMultipleCanvasRenderers(currentInstructions);
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UpdateMeshMultipleCanvasRenderers(currentInstructions, keepRendererCount);
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}
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if (OnMeshAndMaterialsUpdated != null)
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@ -574,15 +584,18 @@ namespace Spine.Unity {
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}
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//this.UpdateMaterial(); // note: This would allocate memory.
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usedRenderersCount = 0;
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}
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protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
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protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions, bool keepRendererCount) {
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MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, null,
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enableSeparatorSlots ? separatorSlots : null,
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enableSeparatorSlots ? separatorSlots.Count > 0 : false,
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false);
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int submeshCount = currentInstructions.submeshInstructions.Count;
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if (keepRendererCount && submeshCount != usedRenderersCount)
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return;
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EnsureCanvasRendererCount(submeshCount);
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EnsureMeshesCount(submeshCount);
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EnsureSeparatorPartCount();
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@ -618,7 +631,10 @@ namespace Spine.Unity {
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var submeshMaterial = submeshInstructionItem.material;
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var canvasRenderer = canvasRenderers[i];
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canvasRenderer.gameObject.SetActive(true);
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if (i >= usedRenderersCount) {
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canvasRenderer.gameObject.SetActive(true);
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rawImages[i].Rebuild(CanvasUpdate.PreRender);
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}
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canvasRenderer.SetMesh(targetMesh);
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canvasRenderer.materialCount = 1;
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@ -647,6 +663,7 @@ namespace Spine.Unity {
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}
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DisableUnusedCanvasRenderers(usedCount : submeshCount);
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usedRenderersCount = submeshCount;
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}
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protected void EnsureCanvasRendererCount (int targetCount) {
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@ -663,6 +680,7 @@ namespace Spine.Unity {
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var rawImage = go.AddComponent<RawImage>();
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rawImage.maskable = this.maskable;
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rawImage.raycastTarget = false;
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rawImages.Add(rawImage);
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}
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}
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