mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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97 lines
3.6 KiB
C#
97 lines
3.6 KiB
C#
/******************************************************************************
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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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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#define SPINE_OPTIONAL_ON_DEMAND_LOADING
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#if SPINE_OPTIONAL_ON_DEMAND_LOADING
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace Spine.Unity {
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[System.Serializable]
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public struct AddressableTextureReference : ITargetTextureReference {
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[SerializeField] public AssetReferenceTexture assetReference;
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#if UNITY_EDITOR
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public Texture EditorTexture {
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get {
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return (Texture)assetReference.editorAsset;
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}
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}
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#endif
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}
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public struct AddressableRequest : IOnDemandRequest {
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public AsyncOperationHandle<Texture> handle;
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public bool WasRequested {
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get { return handle.IsValid(); }
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}
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public bool WasSuccessfullyLoaded {
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get { return handle.IsValid() && handle.Status == AsyncOperationStatus.Succeeded; }
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}
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public bool IsTarget (Texture texture) {
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return handle.Result == texture;
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}
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public void Release () {
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Addressables.Release(handle);
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}
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}
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[System.Serializable]
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public class AddressablesTextureLoader : GenericOnDemandTextureLoader<AddressableTextureReference, AddressableRequest> {
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public override void CreateTextureRequest (AddressableTextureReference targetReference,
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MaterialOnDemandData materialData, int textureIndex, Material materialToUpdate) {
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materialData.textureRequests[textureIndex].handle = targetReference.assetReference.LoadAssetAsync<Texture>();
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materialData.textureRequests[textureIndex].handle.Completed += (obj) => {
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if (obj.Status == AsyncOperationStatus.Succeeded) {
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materialToUpdate.mainTexture = (Texture)targetReference.assetReference.Asset;
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OnTextureLoaded(materialToUpdate, textureIndex);
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}
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};
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}
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public override Texture GetAlreadyLoadedTexture (int materialIndex, int textureIndex) {
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AddressableTextureReference targetReference = placeholderMap[materialIndex].textures[textureIndex].targetTextureReference;
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return (Texture)targetReference.assetReference.Asset;
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}
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}
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}
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#endif
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