[unity] Fixed mask interaction materials not working when changing skins dynamically. Closes #1546.

This commit is contained in:
Harald Csaszar 2019-11-11 19:29:26 +01:00
parent 16bd92f443
commit a5bcb324ff

View File

@ -117,6 +117,14 @@ namespace Spine.Unity {
[System.Serializable]
public class SpriteMaskInteractionMaterials {
public bool AnyMaterialCreated {
get {
return materialsMaskDisabled.Length > 0 ||
materialsInsideMask.Length > 0 ||
materialsOutsideMask.Length > 0;
}
}
/// <summary>Material references for switching material sets at runtime when <see cref="SkeletonRenderer.maskInteraction"/> changes to <see cref="SpriteMaskInteraction.None"/>.</summary>
public Material[] materialsMaskDisabled = new Material[0];
/// <summary>Material references for switching material sets at runtime when <see cref="SkeletonRenderer.maskInteraction"/> changes to <see cref="SpriteMaskInteraction.VisibleInsideMask"/>.</summary>
@ -417,12 +425,16 @@ namespace Spine.Unity {
rendererBuffers.UpdateSharedMaterials(workingSubmeshInstructions);
bool materialsChanged = rendererBuffers.MaterialsChangedInLastUpdate();
if (updateTriangles) { // Check if the triangles should also be updated.
meshGenerator.FillTriangles(currentMesh);
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
} else if (rendererBuffers.MaterialsChangedInLastUpdate()) {
} else if (materialsChanged) {
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
}
if (materialsChanged && (this.maskMaterials.AnyMaterialCreated)) {
this.maskMaterials = new SpriteMaskInteractionMaterials();
}
meshGenerator.FillLateVertexData(currentMesh);
@ -512,6 +524,11 @@ namespace Spine.Unity {
}
#endif
if (Application.isPlaying) {
if (maskInteraction != SpriteMaskInteraction.None && maskMaterials.materialsMaskDisabled.Length == 0)
maskMaterials.materialsMaskDisabled = meshRenderer.sharedMaterials;
}
if (maskMaterials.materialsMaskDisabled.Length > 0 && maskMaterials.materialsMaskDisabled[0] != null &&
maskInteraction == SpriteMaskInteraction.None) {
this.meshRenderer.materials = maskMaterials.materialsMaskDisabled;