/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ #define SPINE_OPTIONAL_ON_DEMAND_LOADING #if SPINE_OPTIONAL_ON_DEMAND_LOADING using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; namespace Spine.Unity { [System.Serializable] public struct AddressableTextureReference : ITargetTextureReference { [SerializeField] public AssetReferenceTexture assetReference; #if UNITY_EDITOR public Texture EditorTexture { get { return (Texture)assetReference.editorAsset; } } #endif } public struct AddressableRequest : IOnDemandRequest { public AsyncOperationHandle handle; public bool WasRequested { get { return handle.IsValid(); } } public bool WasSuccessfullyLoaded { get { return handle.IsValid() && handle.Status == AsyncOperationStatus.Succeeded; } } public bool IsTarget (Texture texture) { return handle.Result == texture; } public void Release () { Addressables.Release(handle); } } [System.Serializable] public class AddressablesTextureLoader : GenericOnDemandTextureLoader { public override void CreateTextureRequest (AddressableTextureReference targetReference, MaterialOnDemandData materialData, int textureIndex, Material materialToUpdate, System.Action onTextureLoaded) { OnTextureRequested(materialToUpdate, textureIndex); materialData.textureRequests[textureIndex].handle = targetReference.assetReference.LoadAssetAsync(); materialData.textureRequests[textureIndex].handle.Completed += (obj) => { if (obj.Status == AsyncOperationStatus.Succeeded) { Texture loadedTexture = (Texture)targetReference.assetReference.Asset; materialToUpdate.mainTexture = loadedTexture; OnTextureLoaded(materialToUpdate, textureIndex); if (onTextureLoaded != null) onTextureLoaded(loadedTexture); } else { OnTextureLoadFailed(materialToUpdate, textureIndex); } }; } public override Texture GetAlreadyLoadedTexture (int materialIndex, int textureIndex) { AddressableTextureReference targetReference = placeholderMap[materialIndex].textures[textureIndex].targetTextureReference; return (Texture)targetReference.assetReference.Asset; } } } #endif