[unity] Added OnMeshAndMaterialsUpdated callback for SkeletonRenderSeparator and SkeletonPartsRenderer. Closes #1752.

This commit is contained in:
Harald Csaszar 2020-09-01 16:47:18 +02:00
parent cccd2132bf
commit 9667bd2293
4 changed files with 22 additions and 1 deletions

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@ -237,6 +237,7 @@
* Added support for double-sided lighting at all `SkeletonLit` shaders (including URP and LWRP packages).
* Added frustum culling update mode parameters `Update When Invisible` (Inspector parameter) and `UpdateMode` (available via code) to all Skeleton components. This provides a simple way to disable certain updates when the `Renderer` is no longer visible (outside all cameras, culled in frustum culling). The new `UpdateMode` property allows disabling updates at a finer granularity level than disabling the whole component. Available modes are: `Nothing`, `OnlyAnimationStatus`, `EverythingExceptMesh` and `FullUpdate`.
* Added a new `Spine/Outline/OutlineOnly-ZWrite` shader to provide correct outline-only rendering. Note: the shader requires two render passes and is therefore not compatible with URP. The `Spine Examples/Other Examples/Outline Shaders` example scene has been updated to demonstrate the new shader.
* Added `OnMeshAndMaterialsUpdated` callback event to `SkeletonRenderSeparator` and `SkeletonPartsRenderer`. It is issued at the end of `LateUpdate`, before rendering.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

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@ -60,6 +60,14 @@ namespace Spine.Unity {
}
#endregion
#region Callback Delegates
public delegate void SkeletonPartsRendererDelegate (SkeletonPartsRenderer skeletonPartsRenderer);
/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
/// all materials have been updated.</summary>
public event SkeletonPartsRendererDelegate OnMeshAndMaterialsUpdated;
#endregion
MeshRendererBuffers buffers;
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
@ -121,6 +129,9 @@ namespace Spine.Unity {
meshFilter.sharedMesh = mesh;
smartMesh.instructionUsed.Set(currentInstructions);
if (OnMeshAndMaterialsUpdated != null)
OnMeshAndMaterialsUpdated(this);
}
public void SetPropertyBlock (MaterialPropertyBlock block) {

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@ -77,6 +77,12 @@ namespace Spine.Unity {
#endif
#endregion
#region Callback Delegates
/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
/// all materials have been updated.</summary>
public event SkeletonRenderer.SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
#endregion
#region Runtime Instantiation
/// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
/// <returns>The to skeleton renderer.</returns>
@ -247,6 +253,9 @@ namespace Spine.Unity {
}
}
if (OnMeshAndMaterialsUpdated != null)
OnMeshAndMaterialsUpdated(this.skeletonRenderer);
// Clear extra renderers if they exist.
for (; rendererIndex < rendererCount; rendererIndex++) {
currentRenderer = partsRenderers[rendererIndex];

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@ -236,7 +236,7 @@ namespace Spine.Unity {
/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
public event SkeletonRendererDelegate OnRebuild;
/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
/// all materials have been updated.</summary>
public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;