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[unity] Added OnMeshAndMaterialsUpdated callback for SkeletonRenderSeparator and SkeletonPartsRenderer. Closes #1752.
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@ -237,6 +237,7 @@
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* Added support for double-sided lighting at all `SkeletonLit` shaders (including URP and LWRP packages).
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* 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`.
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* 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.
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* Added `OnMeshAndMaterialsUpdated` callback event to `SkeletonRenderSeparator` and `SkeletonPartsRenderer`. It is issued at the end of `LateUpdate`, before rendering.
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* **Changes of default values**
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* `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 {
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}
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#endregion
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#region Callback Delegates
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public delegate void SkeletonPartsRendererDelegate (SkeletonPartsRenderer skeletonPartsRenderer);
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/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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public event SkeletonPartsRendererDelegate OnMeshAndMaterialsUpdated;
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#endregion
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MeshRendererBuffers buffers;
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SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
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@ -121,6 +129,9 @@ namespace Spine.Unity {
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meshFilter.sharedMesh = mesh;
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smartMesh.instructionUsed.Set(currentInstructions);
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if (OnMeshAndMaterialsUpdated != null)
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OnMeshAndMaterialsUpdated(this);
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}
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public void SetPropertyBlock (MaterialPropertyBlock block) {
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@ -77,6 +77,12 @@ namespace Spine.Unity {
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#endif
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#endregion
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#region Callback Delegates
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/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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public event SkeletonRenderer.SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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#endregion
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#region Runtime Instantiation
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/// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
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/// <returns>The to skeleton renderer.</returns>
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@ -247,6 +253,9 @@ namespace Spine.Unity {
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}
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}
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if (OnMeshAndMaterialsUpdated != null)
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OnMeshAndMaterialsUpdated(this.skeletonRenderer);
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// Clear extra renderers if they exist.
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for (; rendererIndex < rendererCount; rendererIndex++) {
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currentRenderer = partsRenderers[rendererIndex];
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@ -236,7 +236,7 @@ namespace Spine.Unity {
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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public event SkeletonRendererDelegate OnRebuild;
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/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
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/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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