mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[unity] Added experimental package com.esotericsoftware.spine.ui-toolkit to support UI Toolkit. See #1943.
This commit is contained in:
parent
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# Spine Runtimes License Agreement
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Last updated July 28, 2023. Replaces all prior versions.
|
||||
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Copyright (c) 2013-2024, Esoteric Software LLC
|
||||
|
||||
Integration of the Spine Runtimes into software or otherwise creating
|
||||
derivative works of the Spine Runtimes is permitted under the terms and
|
||||
conditions of Section 2 of the Spine Editor License Agreement:
|
||||
http://esotericsoftware.com/spine-editor-license
|
||||
|
||||
Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
"Products"), provided that each user of the Products must obtain their own
|
||||
Spine Editor license and redistribution of the Products in any form must
|
||||
include this license and copyright notice.
|
||||
|
||||
THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
@ -0,0 +1,7 @@
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||||
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||||
guid: 6e04c0aa848c6c948b5754273be3109a
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TextScriptImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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guid: e61fb760177df754d83776c975e4ed64
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folderAsset: yes
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,88 @@
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||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2024, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*****************************************************************************/
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||||
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#if UNITY_2018_1_OR_NEWER
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#define HAS_NATIVE_COLLECTIONS
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#endif
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace Spine.Unity {
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/// <summary>Holds several methods to prepare and generate a UnityEngine mesh based on a skeleton. Contains buffers needed to perform the operation, and serializes settings for mesh generation.</summary>
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[System.Serializable]
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public class MeshGeneratorUIElements : MeshGenerator {
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#if HAS_NATIVE_COLLECTIONS
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public void FillVertexData (ref NativeSlice<UnityEngine.UIElements.Vertex> uiVertices) {
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var vertexBufferItems = vertexBuffer.Items;
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var uvBufferItems = uvBuffer.Items;
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var colorBufferItems = colorBuffer.Items;
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int vertexBufferLength = vertexBufferItems.Length;
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int vertexCount = vertexBuffer.Count;
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// Zero the extra.
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{
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var vector3zero = Vector3.zero;
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for (int i = vertexCount; i < vertexBufferLength; i++)
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vertexBufferItems[i] = vector3zero;
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}
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// Set the vertex buffer.
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{
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for (int i = 0; i < vertexCount; i++) {
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UnityEngine.UIElements.Vertex uiVertex = uiVertices[i];
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uiVertex.position = vertexBufferItems[i];
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uiVertex.tint = colorBufferItems[i];
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uiVertex.uv = uvBufferItems[i];
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uiVertices[i] = uiVertex;
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}
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}
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}
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public void FillTrianglesSingleSubmesh (ref NativeSlice<ushort> uiIndices, int submeshIndex = 0) {
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if (submeshes.Count == 0)
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return;
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var srcIndices32List = submeshes.Items[submeshIndex];
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int[] srcIndices32 = srcIndices32List.Items;
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int srcIndicesCount = srcIndices32List.Count;
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int dstIndicesCount = uiIndices.Length;
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for (int i = 0; i < srcIndicesCount; ++i)
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uiIndices[i] = (ushort)srcIndices32[i];
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for (int i = srcIndicesCount; i < dstIndicesCount; ++i)
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uiIndices[i] = 0;
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}
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#endif // HAS_NATIVE_COLLECTIONS
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 5c2de6f891f2d46bf8fdb9cd00bd2862
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,355 @@
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||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2024, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
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||||
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using System;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Profiling;
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using UnityEngine.UIElements;
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using UIVertex = UnityEngine.UIElements.Vertex;
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namespace Spine.Unity {
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[UxmlElement]
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public partial class SpineVisualElement : VisualElement {
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public new class UxmlFactory : UxmlFactory<SpineVisualElement, UxmlTraits> { }
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[SpineAnimation(dataField: "SkeletonDataAsset", avoidGenericMenu: true)]
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[UxmlAttribute]
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public string StartingAnimation {
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get { return startingAnimation; }
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set {
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if (startingAnimation == value) return;
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startingAnimation = value;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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Initialize(true);
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#endif
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}
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}
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public string startingAnimation = "";
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[SpineSkin(dataField: "SkeletonDataAsset", avoidGenericMenu: true)]
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[UxmlAttribute]
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public string InitialSkinName {
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get { return initialSkinName; }
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set {
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if (initialSkinName == value) return;
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initialSkinName = value;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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Initialize(true);
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#endif
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}
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}
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public string initialSkinName;
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[UxmlAttribute] public bool startingLoop { get; set; } = true;
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[UxmlAttribute] public float timeScale { get; set; } = 1.0f;
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[UxmlAttribute]
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public SkeletonDataAsset SkeletonDataAsset {
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get { return skeletonDataAsset; }
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set {
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if (skeletonDataAsset == value) return;
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skeletonDataAsset = value;
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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Initialize(true);
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#endif
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}
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}
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public SkeletonDataAsset skeletonDataAsset;
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public AnimationState AnimationState {
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get {
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Initialize(false);
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return state;
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}
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}
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public bool freeze { get; set; }
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public bool unscaledTime { get; set; }
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/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
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public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
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protected UpdateMode updateMode = UpdateMode.FullUpdate;
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protected AnimationState state;
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protected Skeleton skeleton;
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protected SkeletonRendererInstruction currentInstructions = new();// to match existing code better
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protected Spine.Unity.MeshGeneratorUIElements meshGenerator = new MeshGeneratorUIElements();
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protected VisualElement rendererElement;
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IVisualElementScheduledItem scheduledItem;
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protected Bounds referenceMeshBounds;
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protected float scale = 100;
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protected float offsetX, offsetY;
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bool IsValid { get { return skeleton != null; } }
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public SpineVisualElement () {
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RegisterCallback<AttachToPanelEvent>(OnAttachedCallback);
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RegisterCallback<DetachFromPanelEvent>(OnDetatchedCallback);
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rendererElement = new VisualElement();
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rendererElement.generateVisualContent += GenerateVisualContents;
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rendererElement.pickingMode = PickingMode.Ignore;
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rendererElement.style.position = Position.Absolute;
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rendererElement.style.top = 0;
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rendererElement.style.left = 0;
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rendererElement.style.bottom = 0;
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rendererElement.style.right = 0;
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Add(rendererElement);
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rendererElement.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
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}
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void OnGeometryChanged (GeometryChangedEvent evt) {
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AdjustOffsetScaleToMeshBounds(rendererElement);
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}
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void OnAttachedCallback (AttachToPanelEvent evt) {
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Initialize(false);
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}
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void OnDetatchedCallback (DetachFromPanelEvent evt) {
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ClearElement();
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}
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public void ClearElement () {
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skeleton = null;
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DisposeUISubmeshes();
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}
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public virtual void Update () {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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Update(0f);
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return;
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}
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#endif
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if (freeze) return;
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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rendererElement.MarkDirtyRepaint();
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}
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public virtual void Update (float deltaTime) {
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if (!this.IsValid) return;
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if (updateMode < UpdateMode.OnlyAnimationStatus)
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return;
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UpdateAnimationStatus(deltaTime);
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if (updateMode == UpdateMode.OnlyAnimationStatus)
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return;
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ApplyAnimation();
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}
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protected void UpdateAnimationStatus (float deltaTime) {
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deltaTime *= timeScale;
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state.Update(deltaTime);
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skeleton.Update(deltaTime);
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}
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protected void ApplyAnimation () {
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if (updateMode != UpdateMode.OnlyEventTimelines)
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state.Apply(skeleton);
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else
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state.ApplyEventTimelinesOnly(skeleton);
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skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
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}
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void Initialize (bool overwrite) {
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if (this.IsValid && !overwrite) return;
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if (this.SkeletonDataAsset == null) return;
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var skeletonData = this.SkeletonDataAsset.GetSkeletonData(false);
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if (skeletonData == null) return;
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if (SkeletonDataAsset.atlasAssets.Length <= 0 || SkeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return;
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this.state = new Spine.AnimationState(SkeletonDataAsset.GetAnimationStateData());
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if (state == null) {
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Clear();
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return;
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}
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this.skeleton = new Skeleton(skeletonData) {
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ScaleX = 1,
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ScaleY = -1
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};
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// Set the initial Skin and Animation
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if (!string.IsNullOrEmpty(initialSkinName))
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skeleton.SetSkin(initialSkinName);
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if (!string.IsNullOrEmpty(startingAnimation)) {
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var animationObject = SkeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
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if (animationObject != null) {
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state.SetAnimation(0, animationObject, startingLoop);
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}
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}
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AdjustReferenceMeshBounds();
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if (scheduledItem == null)
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scheduledItem = schedule.Execute(Update).Every(1);
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rendererElement.MarkDirtyRepaint();
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}
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protected class UISubmesh {
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public NativeArray<UIVertex>? vertices = null;
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public NativeArray<ushort>? indices = null;
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public NativeSlice<UIVertex> verticesSlice;
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public NativeSlice<ushort> indicesSlice;
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}
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protected readonly ExposedList<UISubmesh> uiSubmeshes = new ExposedList<UISubmesh>();
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protected void GenerateVisualContents (MeshGenerationContext context) {
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if (!this.IsValid) return;
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MeshGeneratorUIElements.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, null,
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null,
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false,
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false);
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int submeshCount = currentInstructions.submeshInstructions.Count;
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PrepareUISubmeshCount(submeshCount);
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// Generate meshes.
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for (int i = 0; i < submeshCount; i++) {
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var submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
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UISubmesh uiSubmesh = uiSubmeshes.Items[i];
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meshGenerator.Begin();
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meshGenerator.AddSubmesh(submeshInstructionItem);
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// clipping is done, vertex counts are final.
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PrepareUISubmesh(uiSubmesh, meshGenerator.VertexCount, meshGenerator.SubmeshIndexCount(0));
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meshGenerator.FillVertexData(ref uiSubmesh.verticesSlice);
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meshGenerator.FillTrianglesSingleSubmesh(ref uiSubmesh.indicesSlice);
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var submeshMaterial = submeshInstructionItem.material;
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Texture usedTexture = submeshMaterial.mainTexture;
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FillContext(context, uiSubmesh, usedTexture);
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}
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}
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protected void PrepareUISubmeshCount (int targetCount) {
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int oldCount = uiSubmeshes.Count;
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uiSubmeshes.EnsureCapacity(targetCount);
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for (int i = oldCount; i < targetCount; ++i) {
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uiSubmeshes.Add(new UISubmesh());
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}
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}
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protected void PrepareUISubmesh (UISubmesh uiSubmesh, int vertexCount, int indexCount) {
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bool shallReallocateVertices = uiSubmesh.vertices == null || uiSubmesh.vertices.Value.Length < vertexCount;
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||||
if (shallReallocateVertices) {
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int allocationCount = vertexCount;
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if (uiSubmesh.vertices != null) {
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||||
allocationCount = Math.Max(vertexCount, 2 * uiSubmesh.vertices.Value.Length);
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uiSubmesh.vertices.Value.Dispose();
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}
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uiSubmesh.vertices = new NativeArray<UIVertex>(allocationCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
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}
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if (shallReallocateVertices || uiSubmesh.verticesSlice.Length != vertexCount) {
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uiSubmesh.verticesSlice = new NativeSlice<UIVertex>(uiSubmesh.vertices.Value, 0, vertexCount);
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}
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bool shallReallocateIndices = uiSubmesh.indices == null || uiSubmesh.indices.Value.Length < indexCount;
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if (shallReallocateIndices) {
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int allocationCount = indexCount;
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if (uiSubmesh.indices != null) {
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allocationCount = Math.Max(indexCount, uiSubmesh.indices.Value.Length * 2);
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uiSubmesh.indices.Value.Dispose();
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}
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uiSubmesh.indices = new NativeArray<ushort>(allocationCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
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}
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if (shallReallocateIndices || uiSubmesh.indicesSlice.Length != indexCount) {
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uiSubmesh.indicesSlice = new NativeSlice<ushort>(uiSubmesh.indices.Value, 0, indexCount);
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||||
}
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||||
}
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protected void DisposeUISubmeshes () {
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for (int i = 0, count = uiSubmeshes.Count; i < count; ++i) {
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||||
UISubmesh uiSubmesh = uiSubmeshes.Items[i];
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if (uiSubmesh.vertices != null) uiSubmesh.vertices.Value.Dispose();
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if (uiSubmesh.indices != null) uiSubmesh.indices.Value.Dispose();
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}
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uiSubmeshes.Clear();
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}
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void FillContext (MeshGenerationContext context, UISubmesh submesh, Texture texture) {
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||||
MeshWriteData meshWriteData = context.Allocate(submesh.verticesSlice.Length, submesh.indicesSlice.Length, texture);
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meshWriteData.SetAllVertices(submesh.verticesSlice);
|
||||
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Loading…
x
Reference in New Issue
Block a user