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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Unity SpriteAtlas Support: Removed unnecessary material reference to generated editor atlas texture in pre-build step. See #1900.
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@ -51,31 +51,73 @@ namespace Spine.Unity.Editor {
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#if HAS_ON_POSTPROCESS_PREFAB
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#if HAS_ON_POSTPROCESS_PREFAB
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static List<string> prefabsToRestore = new List<string>();
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static List<string> prefabsToRestore = new List<string>();
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#endif
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#endif
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static Dictionary<string, Texture> spriteAtlasTexturesToRestore = new Dictionary<string, Texture>();
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internal static void PreprocessBuild () {
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internal static void PreprocessBuild () {
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isBuilding = true;
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isBuilding = true;
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#if HAS_ON_POSTPROCESS_PREFAB
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#if HAS_ON_POSTPROCESS_PREFAB
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var assets = AssetDatabase.FindAssets("t:Prefab");
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PreprocessSpinePrefabMeshes();
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foreach(var asset in assets) {
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#endif
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PreprocessSpriteAtlases();
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}
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internal static void PostprocessBuild () {
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isBuilding = false;
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#if HAS_ON_POSTPROCESS_PREFAB
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PostprocessSpinePrefabMeshes();
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#endif
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PostprocessSpriteAtlases();
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}
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#if HAS_ON_POSTPROCESS_PREFAB
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internal static void PreprocessSpinePrefabMeshes () {
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var prefabAssets = AssetDatabase.FindAssets("t:Prefab");
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foreach (var asset in prefabAssets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
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prefabsToRestore.Add(assetPath);
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prefabsToRestore.Add(assetPath);
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}
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}
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}
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}
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AssetDatabase.SaveAssets();
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if (prefabAssets.Length > 0)
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#endif
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AssetDatabase.SaveAssets();
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}
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}
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internal static void PostprocessBuild () {
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internal static void PostprocessSpinePrefabMeshes () {
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isBuilding = false;
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#if HAS_ON_POSTPROCESS_PREFAB
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foreach (string assetPath in prefabsToRestore) {
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foreach (string assetPath in prefabsToRestore) {
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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}
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}
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AssetDatabase.SaveAssets();
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if (prefabsToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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prefabsToRestore.Clear();
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}
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#endif
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#endif
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internal static void PreprocessSpriteAtlases () {
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var spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
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foreach (var asset in spriteAtlasAssets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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if (atlasAsset && atlasAsset.materials.Length > 0) {
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spriteAtlasTexturesToRestore[assetPath] = atlasAsset.materials[0].mainTexture;
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atlasAsset.materials[0].mainTexture = null;
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}
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}
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if (spriteAtlasAssets.Length > 0)
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AssetDatabase.SaveAssets();
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}
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internal static void PostprocessSpriteAtlases () {
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foreach (var pair in spriteAtlasTexturesToRestore) {
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string assetPath = pair.Key;
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SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
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if (atlasAsset && atlasAsset.materials.Length > 0) {
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atlasAsset.materials[0].mainTexture = pair.Value;
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}
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}
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if (spriteAtlasTexturesToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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spriteAtlasTexturesToRestore.Clear();
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}
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}
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}
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}
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@ -90,8 +132,7 @@ namespace Spine.Unity.Editor {
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get { return -2000; }
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get { return -2000; }
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}
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}
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#if HAS_BUILD_PROCESS_WITH_REPORT
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#if HAS_BUILD_PROCESS_WITH_REPORT
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void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
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void IPreprocessBuildWithReport.OnPreprocessBuild (BuildReport report) {
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{
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SpineBuildProcessor.PreprocessBuild();
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SpineBuildProcessor.PreprocessBuild();
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}
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}
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#else
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#else
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@ -114,8 +155,7 @@ namespace Spine.Unity.Editor {
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#if HAS_BUILD_PROCESS_WITH_REPORT
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#if HAS_BUILD_PROCESS_WITH_REPORT
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void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
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void IPostprocessBuildWithReport.OnPostprocessBuild (BuildReport report) {
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{
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SpineBuildProcessor.PostprocessBuild();
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SpineBuildProcessor.PostprocessBuild();
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}
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}
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#else
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#else
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