Merge branch '3.8' into 4.0-beta

This commit is contained in:
Harald Csaszar 2021-01-11 15:11:41 +01:00
commit c84e0328f1
3 changed files with 33 additions and 8 deletions

View File

@ -97,7 +97,7 @@ namespace Spine.Unity.Editor {
#region Initialization
static SpineEditorUtilities () {
Initialize();
EditorApplication.delayCall += Initialize; // delayed so that AssetDatabase is ready.
}
static void Initialize () {

View File

@ -40,7 +40,7 @@ namespace Spine.Unity {
#else
[ExecuteInEditMode]
#endif
[DisallowMultipleComponent]
[RequireComponent(typeof(RectTransform)), DisallowMultipleComponent]
[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
[HelpURL("http://esotericsoftware.com/spine-unity#BoneFollowerGraphic")]
public class BoneFollowerGraphic : MonoBehaviour {

View File

@ -72,6 +72,8 @@ namespace Spine.Unity {
public bool unscaledTime;
public bool allowMultipleCanvasRenderers = false;
public List<CanvasRenderer> canvasRenderers = new List<CanvasRenderer>();
protected List<RawImage> rawImages = new List<RawImage>();
protected int usedRenderersCount = 0;
// Submesh Separation
public const string SeparatorPartGameObjectName = "Part";
@ -200,6 +202,7 @@ namespace Spine.Unity {
protected override void Awake () {
base.Awake ();
SyncRawImagesWithCanvasRenderers();
if (!this.IsValid) {
#if UNITY_EDITOR
// workaround for special import case of open scene where OnValidate and Awake are
@ -217,7 +220,7 @@ namespace Spine.Unity {
public override void Rebuild (CanvasUpdate update) {
base.Rebuild(update);
if (canvasRenderer.cull) return;
if (update == CanvasUpdate.PreRender) UpdateMesh();
if (update == CanvasUpdate.PreRender) UpdateMesh(keepRendererCount : true);
if (allowMultipleCanvasRenderers) canvasRenderer.Clear();
}
@ -253,6 +256,19 @@ namespace Spine.Unity {
ApplyAnimation();
}
protected void SyncRawImagesWithCanvasRenderers () {
rawImages.Clear();
foreach (var canvasRenderer in canvasRenderers) {
var rawImage = canvasRenderer.GetComponent<RawImage>();
if (rawImage == null) {
rawImage = canvasRenderer.gameObject.AddComponent<RawImage>();
rawImage.maskable = this.maskable;
rawImage.raycastTarget = false;
}
rawImages.Add(rawImage);
}
}
protected void UpdateAnimationStatus (float deltaTime) {
deltaTime *= timeScale;
skeleton.Update(deltaTime);
@ -264,7 +280,7 @@ namespace Spine.Unity {
BeforeApply(this);
if (updateMode != UpdateMode.OnlyEventTimelines)
state.Apply(skeleton);
state.Apply(skeleton);
else
state.ApplyEventTimelinesOnly(skeleton);
@ -452,6 +468,7 @@ namespace Spine.Unity {
}
}
canvasRenderers = newList;
SyncRawImagesWithCanvasRenderers();
}
public void Initialize (bool overwrite) {
@ -503,7 +520,7 @@ namespace Spine.Unity {
OnRebuild(this);
}
public void UpdateMesh () {
public void UpdateMesh (bool keepRendererCount = false) {
if (!this.IsValid) return;
skeleton.SetColor(this.color);
@ -513,7 +530,7 @@ namespace Spine.Unity {
UpdateMeshSingleCanvasRenderer();
}
else {
UpdateMeshMultipleCanvasRenderers(currentInstructions);
UpdateMeshMultipleCanvasRenderers(currentInstructions, keepRendererCount);
}
if (OnMeshAndMaterialsUpdated != null)
@ -574,15 +591,18 @@ namespace Spine.Unity {
}
//this.UpdateMaterial(); // note: This would allocate memory.
usedRenderersCount = 0;
}
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions) {
protected void UpdateMeshMultipleCanvasRenderers (SkeletonRendererInstruction currentInstructions, bool keepRendererCount) {
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, null,
enableSeparatorSlots ? separatorSlots : null,
enableSeparatorSlots ? separatorSlots.Count > 0 : false,
false);
int submeshCount = currentInstructions.submeshInstructions.Count;
if (keepRendererCount && submeshCount != usedRenderersCount)
return;
EnsureCanvasRendererCount(submeshCount);
EnsureMeshesCount(submeshCount);
EnsureSeparatorPartCount();
@ -618,7 +638,10 @@ namespace Spine.Unity {
var submeshMaterial = submeshInstructionItem.material;
var canvasRenderer = canvasRenderers[i];
canvasRenderer.gameObject.SetActive(true);
if (i >= usedRenderersCount) {
canvasRenderer.gameObject.SetActive(true);
rawImages[i].Rebuild(CanvasUpdate.PreRender);
}
canvasRenderer.SetMesh(targetMesh);
canvasRenderer.materialCount = 1;
@ -647,6 +670,7 @@ namespace Spine.Unity {
}
DisableUnusedCanvasRenderers(usedCount : submeshCount);
usedRenderersCount = submeshCount;
}
protected void EnsureCanvasRendererCount (int targetCount) {
@ -663,6 +687,7 @@ namespace Spine.Unity {
var rawImage = go.AddComponent<RawImage>();
rawImage.maskable = this.maskable;
rawImage.raycastTarget = false;
rawImages.Add(rawImage);
}
}