101 lines
3.9 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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<Texture> 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<AddressableTextureReference, AddressableRequest> {
public override void CreateTextureRequest (AddressableTextureReference targetReference,
MaterialOnDemandData materialData, int textureIndex, Material materialToUpdate,
System.Action<Texture> onTextureLoaded) {
OnTextureRequested(materialToUpdate, textureIndex);
materialData.textureRequests[textureIndex].handle = targetReference.assetReference.LoadAssetAsync<Texture>();
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);
}
};
}
public override Texture GetAlreadyLoadedTexture (int materialIndex, int textureIndex) {
AddressableTextureReference targetReference = placeholderMap[materialIndex].textures[textureIndex].targetTextureReference;
return (Texture)targetReference.assetReference.Asset;
}
}
}
#endif