Harald Csaszar 3a7aff7a5c [unity] Improved SkeletonGraphic's "Match RectTransform with Mesh Bounds" features: providing a button in the Inspector, automatically called when instantiated in Editor. Closes #1607.
Improved general drag and drop behaviour of SkeletonDataAssets, they are now parented to the drop mouse-over target.
2020-01-30 17:02:25 +01:00

366 lines
12 KiB
C#

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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
using UnityEngine;
using UnityEngine.UI;
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
#region Inspector
public SkeletonDataAsset skeletonDataAsset;
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)]
public string initialSkinName;
public bool initialFlipX, initialFlipY;
[SpineAnimation(dataField:"skeletonDataAsset")]
public string startingAnimation;
public bool startingLoop;
public float timeScale = 1f;
public bool freeze;
public bool unscaledTime;
private Texture baseTexture = null;
#if UNITY_EDITOR
protected override void OnValidate () {
// This handles Scene View preview.
base.OnValidate ();
if (this.IsValid) {
if (skeletonDataAsset == null) {
Clear();
} else if (skeletonDataAsset.skeletonJSON == null) {
Clear();
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
Clear();
Initialize(true);
if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1)
Debug.LogError("Unity UI does not support multiple textures per Renderer. Your skeleton will not be rendered correctly. Recommend using SkeletonAnimation instead. This requires the use of a Screen space camera canvas.");
} else {
if (freeze) return;
if (!string.IsNullOrEmpty(initialSkinName)) {
var skin = skeleton.data.FindSkin(initialSkinName);
if (skin != null) {
if (skin == skeleton.data.defaultSkin)
skeleton.SetSkin((Skin)null);
else
skeleton.SetSkin(skin);
}
}
// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
if (!Application.isPlaying) {
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
state.ClearTrack(0);
skeleton.SetToSetupPose();
if (!string.IsNullOrEmpty(startingAnimation)) {
state.SetAnimation(0, startingAnimation, startingLoop);
Update(0f);
}
}
}
} else {
// Under some circumstances (e.g. sometimes on the first import) OnValidate is called
// before SpineEditorUtilities.ImportSpineContent, causing an unnecessary exception.
// The (skeletonDataAsset.skeletonJSON != null) condition serves to prevent this exception.
if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON != null)
Initialize(true);
}
}
protected override void Reset () {
base.Reset();
if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
}
#endif
#endregion
#region Runtime Instantiation
/// <summary>Create a new GameObject with a SkeletonGraphic component.</summary>
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent, Material material) {
var sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, material);
if (parent != null) sg.transform.SetParent(parent, false);
return sg;
}
/// <summary>Add a SkeletonGraphic component to a GameObject.</summary>
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) {
var c = gameObject.AddComponent<SkeletonGraphic>();
if (skeletonDataAsset != null) {
c.material = material;
c.skeletonDataAsset = skeletonDataAsset;
c.Initialize(false);
}
return c;
}
#endregion
#region Internals
// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
Texture overrideTexture;
public Texture OverrideTexture {
get { return overrideTexture; }
set {
overrideTexture = value;
canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
}
}
public override Texture mainTexture {
get {
if (overrideTexture != null) return overrideTexture;
return baseTexture;
}
}
protected override void Awake () {
base.Awake ();
if (!this.IsValid) {
#if UNITY_EDITOR
// workaround for special import case of open scene where OnValidate and Awake are
// called in wrong order, before setup of Spine assets.
if (!Application.isPlaying) {
if (this.skeletonDataAsset != null && this.skeletonDataAsset.skeletonJSON == null)
return;
}
#endif
Initialize(false);
Rebuild(CanvasUpdate.PreRender);
}
}
public override void Rebuild (CanvasUpdate update) {
base.Rebuild(update);
if (canvasRenderer.cull) return;
if (update == CanvasUpdate.PreRender) UpdateMesh();
}
public virtual void Update () {
#if UNITY_EDITOR
if (!Application.isPlaying) {
Update(0f);
return;
}
#endif
if (freeze) return;
Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
}
public virtual void Update (float deltaTime) {
if (!this.IsValid) return;
deltaTime *= timeScale;
skeleton.Update(deltaTime);
state.Update(deltaTime);
state.Apply(skeleton);
if (UpdateLocal != null) UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (UpdateWorld != null) {
UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (UpdateComplete != null) UpdateComplete(this);
}
public void LateUpdate () {
if (freeze) return;
//this.SetVerticesDirty(); // Which is better?
UpdateMesh();
}
#endregion
#region API
protected Skeleton skeleton;
public Skeleton Skeleton { get { return skeleton; } set { skeleton = value; } }
public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } }
public bool IsValid { get { return skeleton != null; } }
protected Spine.AnimationState state;
public Spine.AnimationState AnimationState { get { return state; } }
[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
public Mesh GetLastMesh () {
return meshBuffers.GetCurrent().mesh;
}
public bool MatchRectTransformWithBounds () {
UpdateMesh();
Mesh mesh = this.GetLastMesh();
if (mesh == null) {
return false;
}
if (mesh.vertexCount == 0) {
this.rectTransform.sizeDelta = new Vector2(50f, 50f);
this.rectTransform.pivot = new Vector2(0.5f, 0.5f);
return false;
}
mesh.RecalculateBounds();
var bounds = mesh.bounds;
var size = bounds.size;
var center = bounds.center;
var p = new Vector2(
0.5f - (center.x / size.x),
0.5f - (center.y / size.y)
);
this.rectTransform.sizeDelta = size;
this.rectTransform.pivot = p;
return true;
}
public event UpdateBonesDelegate UpdateLocal;
public event UpdateBonesDelegate UpdateWorld;
public event UpdateBonesDelegate UpdateComplete;
/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
public void Clear () {
skeleton = null;
canvasRenderer.Clear();
}
public void Initialize (bool overwrite) {
if (this.IsValid && !overwrite) return;
// Make sure none of the stuff is null
if (this.skeletonDataAsset == null) return;
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return;
this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
if (state == null) {
Clear();
return;
}
this.skeleton = new Skeleton(skeletonData) {
ScaleX = this.initialFlipX ? -1 : 1,
ScaleY = this.initialFlipY ? -1 : 1
};
meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
// Set the initial Skin and Animation
if (!string.IsNullOrEmpty(initialSkinName))
skeleton.SetSkin(initialSkinName);
if (!string.IsNullOrEmpty(startingAnimation)) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null) {
state.SetAnimation(0, animationObject, startingLoop);
#if UNITY_EDITOR
if (!Application.isPlaying)
Update(0f);
#endif
if (freeze)
Update(0f);
}
}
}
public void UpdateMesh () {
if (!this.IsValid) return;
skeleton.SetColor(this.color);
var smartMesh = meshBuffers.GetNext();
var currentInstructions = this.currentInstructions;
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, null);
bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
meshGenerator.Begin();
if (currentInstructions.hasActiveClipping) {
meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
} else {
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
}
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
var mesh = smartMesh.mesh;
meshGenerator.FillVertexData(mesh);
if (updateTriangles) meshGenerator.FillTriangles(mesh);
meshGenerator.FillLateVertexData(mesh);
canvasRenderer.SetMesh(mesh);
smartMesh.instructionUsed.Set(currentInstructions);
if (currentInstructions.submeshInstructions.Count > 0) {
var material = currentInstructions.submeshInstructions.Items[0].material;
if (material != null && baseTexture != material.mainTexture) {
baseTexture = material.mainTexture;
if (overrideTexture == null)
canvasRenderer.SetTexture(this.mainTexture);
}
}
//this.UpdateMaterial(); // TODO: This allocates memory.
}
#endregion
}
}