mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[unity] Hopefully fixed some occurrances of a build crash when building many prefabs and textures. See #2047.
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@ -71,62 +71,83 @@ namespace Spine.Unity.Editor {
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#if HAS_ON_POSTPROCESS_PREFAB
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internal static void PreprocessSpinePrefabMeshes () {
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AssetDatabase.StartAssetEditing();
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prefabsToRestore.Clear();
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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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GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
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prefabsToRestore.Add(assetPath);
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BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
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try {
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AssetDatabase.StartAssetEditing();
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prefabsToRestore.Clear();
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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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GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
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prefabsToRestore.Add(assetPath);
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.StopAssetEditing();
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if (prefabAssets.Length > 0)
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AssetDatabase.SaveAssets();
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} finally {
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BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
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}
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AssetDatabase.StopAssetEditing();
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if (prefabAssets.Length > 0)
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AssetDatabase.SaveAssets();
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}
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internal static void PostprocessSpinePrefabMeshes () {
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foreach (string assetPath in prefabsToRestore) {
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
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try {
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foreach (string assetPath in prefabsToRestore) {
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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}
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if (prefabsToRestore.Count > 0)
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AssetDatabase.SaveAssets();
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prefabsToRestore.Clear();
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} finally {
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
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}
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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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internal static void PreprocessSpriteAtlases () {
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AssetDatabase.StartAssetEditing();
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spriteAtlasTexturesToRestore.Clear();
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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] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
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atlasAsset.materials[0].mainTexture = null;
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BuildUtilities.IsInSpriteAtlasBuildPreProcessing = true;
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try {
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AssetDatabase.StartAssetEditing();
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spriteAtlasTexturesToRestore.Clear();
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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] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
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atlasAsset.materials[0].mainTexture = null;
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.StopAssetEditing();
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if (spriteAtlasAssets.Length > 0)
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AssetDatabase.SaveAssets();
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} finally {
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BuildUtilities.IsInSpriteAtlasBuildPreProcessing = false;
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}
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AssetDatabase.StopAssetEditing();
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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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Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
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atlasAsset.materials[0].mainTexture = atlasTexture;
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BuildUtilities.IsInSpriteAtlasBuildPostProcessing = true;
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try {
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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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Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
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atlasAsset.materials[0].mainTexture = atlasTexture;
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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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} finally {
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BuildUtilities.IsInSpriteAtlasBuildPostProcessing = false;
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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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@ -238,6 +238,11 @@ namespace Spine.Unity {
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}
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public void Load (AtlasPage page, string path) {
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing ||
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BuildUtilities.IsInSkeletonAssetBuildPostProcessing)
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return;
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#endif
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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@ -166,6 +166,10 @@ namespace Spine.Unity {
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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base.Initialize(overwrite, quiet);
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if (!valid)
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@ -102,7 +102,7 @@ namespace Spine.Unity {
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#if UNITY_EDITOR
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protected override void OnValidate () {
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// This handles Scene View preview.
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base.OnValidate ();
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base.OnValidate();
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if (this.IsValid) {
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if (skeletonDataAsset == null) {
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Clear();
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@ -360,8 +360,7 @@ namespace Spine.Unity {
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separatorSlots.Add(slot);
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}
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#if UNITY_EDITOR
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else
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{
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else {
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Debug.LogWarning(slotName + " is not a slot in " + skeletonDataAsset.skeletonJSON.name);
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}
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#endif
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@ -521,7 +520,10 @@ namespace Spine.Unity {
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public void Initialize (bool overwrite) {
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if (this.IsValid && !overwrite) return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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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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@ -839,7 +841,7 @@ namespace Spine.Unity {
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#if UNITY_EDITOR
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if (Application.isEditor && !Application.isPlaying) {
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for (int i = separatorParts.Count-1; i >= 0; --i) {
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for (int i = separatorParts.Count - 1; i >= 0; --i) {
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if (separatorParts[i] == null) {
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separatorParts.RemoveAt(i);
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}
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@ -72,7 +72,10 @@ namespace Spine.Unity {
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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base.Initialize(overwrite, quiet);
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if (!valid)
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@ -104,8 +107,7 @@ namespace Spine.Unity {
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if (Application.isPlaying) {
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translator.Apply(skeleton);
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}
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else {
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} else {
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if (translatorAnimator != null && translatorAnimator.isInitialized &&
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translatorAnimator.isActiveAndEnabled && translatorAnimator.runtimeAnimatorController != null) {
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// Note: Rebind is required to prevent warning "Animator is not playing an AnimatorController" with prefabs
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@ -535,7 +537,7 @@ namespace Spine.Unity {
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}
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#if UNITY_EDITOR
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void GetLayerBlendModes() {
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void GetLayerBlendModes () {
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if (layerBlendModes.Length < animator.layerCount) {
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System.Array.Resize<MixBlend>(ref layerBlendModes, animator.layerCount);
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}
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@ -367,7 +367,10 @@ namespace Spine.Unity {
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public virtual void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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// Clear
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{
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// Note: do not reset meshFilter.sharedMesh or meshRenderer.sharedMaterial to null,
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@ -0,0 +1,42 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2022, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_EDITOR
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namespace Spine.Unity {
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public static class BuildUtilities {
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public static bool IsInSkeletonAssetBuildPreProcessing = false;
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public static bool IsInSkeletonAssetBuildPostProcessing = false;
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public static bool IsInSpriteAtlasBuildPreProcessing = false;
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public static bool IsInSpriteAtlasBuildPostProcessing = false;
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}
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}
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#endif
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a2f1169aaf0063f4da1c2b6033bbc13f
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MonoImporter:
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externalObjects: {}
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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:
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assetBundleName:
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assetBundleVariant:
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