mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 16:26:40 +08:00
Improved general drag and drop behaviour of SkeletonDataAssets, they are now parented to the drop mouse-over target.
366 lines
12 KiB
C#
366 lines
12 KiB
C#
/******************************************************************************
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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) 2013-2020, 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_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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using UnityEngine.UI;
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namespace Spine.Unity {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
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[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
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public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
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#region Inspector
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public SkeletonDataAsset skeletonDataAsset;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
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[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)]
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public string initialSkinName;
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public bool initialFlipX, initialFlipY;
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[SpineAnimation(dataField:"skeletonDataAsset")]
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public string startingAnimation;
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public bool startingLoop;
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public float timeScale = 1f;
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public bool freeze;
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public bool unscaledTime;
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private Texture baseTexture = null;
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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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if (this.IsValid) {
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if (skeletonDataAsset == null) {
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Clear();
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} else if (skeletonDataAsset.skeletonJSON == null) {
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Clear();
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} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
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Clear();
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Initialize(true);
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if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1)
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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.");
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} else {
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if (freeze) return;
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if (!string.IsNullOrEmpty(initialSkinName)) {
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var skin = skeleton.data.FindSkin(initialSkinName);
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if (skin != null) {
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if (skin == skeleton.data.defaultSkin)
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skeleton.SetSkin((Skin)null);
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else
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skeleton.SetSkin(skin);
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}
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}
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// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
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if (!Application.isPlaying) {
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skeleton.ScaleX = this.initialFlipX ? -1 : 1;
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skeleton.ScaleY = this.initialFlipY ? -1 : 1;
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state.ClearTrack(0);
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skeleton.SetToSetupPose();
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if (!string.IsNullOrEmpty(startingAnimation)) {
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state.SetAnimation(0, startingAnimation, startingLoop);
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Update(0f);
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}
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}
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}
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} else {
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// Under some circumstances (e.g. sometimes on the first import) OnValidate is called
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// before SpineEditorUtilities.ImportSpineContent, causing an unnecessary exception.
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// The (skeletonDataAsset.skeletonJSON != null) condition serves to prevent this exception.
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if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON != null)
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Initialize(true);
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}
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}
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protected override void Reset () {
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base.Reset();
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if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
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Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
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}
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#endif
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#endregion
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#region Runtime Instantiation
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/// <summary>Create a new GameObject with a SkeletonGraphic component.</summary>
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/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
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public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent, Material material) {
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var sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, material);
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if (parent != null) sg.transform.SetParent(parent, false);
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return sg;
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}
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/// <summary>Add a SkeletonGraphic component to a GameObject.</summary>
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/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
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public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) {
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var c = gameObject.AddComponent<SkeletonGraphic>();
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if (skeletonDataAsset != null) {
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c.material = material;
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c.skeletonDataAsset = skeletonDataAsset;
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c.Initialize(false);
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}
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return c;
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}
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#endregion
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#region Internals
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// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
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Texture overrideTexture;
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public Texture OverrideTexture {
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get { return overrideTexture; }
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set {
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overrideTexture = value;
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canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
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}
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}
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public override Texture mainTexture {
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get {
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if (overrideTexture != null) return overrideTexture;
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return baseTexture;
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}
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}
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protected override void Awake () {
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base.Awake ();
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if (!this.IsValid) {
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#if UNITY_EDITOR
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// workaround for special import case of open scene where OnValidate and Awake are
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// called in wrong order, before setup of Spine assets.
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if (!Application.isPlaying) {
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if (this.skeletonDataAsset != null && this.skeletonDataAsset.skeletonJSON == null)
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return;
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}
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#endif
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Initialize(false);
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Rebuild(CanvasUpdate.PreRender);
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}
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}
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public override void Rebuild (CanvasUpdate update) {
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base.Rebuild(update);
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if (canvasRenderer.cull) return;
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if (update == CanvasUpdate.PreRender) UpdateMesh();
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}
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public virtual void Update () {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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Update(0f);
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return;
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}
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#endif
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if (freeze) return;
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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}
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public virtual void Update (float deltaTime) {
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if (!this.IsValid) return;
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deltaTime *= timeScale;
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skeleton.Update(deltaTime);
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state.Update(deltaTime);
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state.Apply(skeleton);
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if (UpdateLocal != null) UpdateLocal(this);
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skeleton.UpdateWorldTransform();
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if (UpdateWorld != null) {
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UpdateWorld(this);
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skeleton.UpdateWorldTransform();
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}
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if (UpdateComplete != null) UpdateComplete(this);
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}
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public void LateUpdate () {
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if (freeze) return;
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//this.SetVerticesDirty(); // Which is better?
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UpdateMesh();
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}
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#endregion
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#region API
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protected Skeleton skeleton;
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public Skeleton Skeleton { get { return skeleton; } set { skeleton = value; } }
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public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } }
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public bool IsValid { get { return skeleton != null; } }
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protected Spine.AnimationState state;
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public Spine.AnimationState AnimationState { get { return state; } }
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[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
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public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
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DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
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SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
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public Mesh GetLastMesh () {
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return meshBuffers.GetCurrent().mesh;
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}
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public bool MatchRectTransformWithBounds () {
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UpdateMesh();
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Mesh mesh = this.GetLastMesh();
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if (mesh == null) {
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return false;
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}
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if (mesh.vertexCount == 0) {
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this.rectTransform.sizeDelta = new Vector2(50f, 50f);
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this.rectTransform.pivot = new Vector2(0.5f, 0.5f);
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return false;
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}
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mesh.RecalculateBounds();
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var bounds = mesh.bounds;
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var size = bounds.size;
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var center = bounds.center;
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var p = new Vector2(
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0.5f - (center.x / size.x),
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0.5f - (center.y / size.y)
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);
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this.rectTransform.sizeDelta = size;
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this.rectTransform.pivot = p;
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return true;
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}
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public event UpdateBonesDelegate UpdateLocal;
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public event UpdateBonesDelegate UpdateWorld;
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public event UpdateBonesDelegate UpdateComplete;
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/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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public void Clear () {
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skeleton = null;
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canvasRenderer.Clear();
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}
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public void Initialize (bool overwrite) {
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if (this.IsValid && !overwrite) return;
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// Make sure none of the stuff is null
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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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if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return;
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this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (state == null) {
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Clear();
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return;
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}
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this.skeleton = new Skeleton(skeletonData) {
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ScaleX = this.initialFlipX ? -1 : 1,
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ScaleY = this.initialFlipY ? -1 : 1
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};
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meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
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baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
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canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
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// Set the initial Skin and Animation
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if (!string.IsNullOrEmpty(initialSkinName))
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skeleton.SetSkin(initialSkinName);
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if (!string.IsNullOrEmpty(startingAnimation)) {
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
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if (animationObject != null) {
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state.SetAnimation(0, animationObject, startingLoop);
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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Update(0f);
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#endif
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if (freeze)
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Update(0f);
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}
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}
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}
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public void UpdateMesh () {
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if (!this.IsValid) return;
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skeleton.SetColor(this.color);
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var smartMesh = meshBuffers.GetNext();
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var currentInstructions = this.currentInstructions;
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MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, null);
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bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
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meshGenerator.Begin();
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if (currentInstructions.hasActiveClipping) {
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meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
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} else {
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meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
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}
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if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
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if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
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var mesh = smartMesh.mesh;
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meshGenerator.FillVertexData(mesh);
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if (updateTriangles) meshGenerator.FillTriangles(mesh);
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meshGenerator.FillLateVertexData(mesh);
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canvasRenderer.SetMesh(mesh);
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smartMesh.instructionUsed.Set(currentInstructions);
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if (currentInstructions.submeshInstructions.Count > 0) {
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var material = currentInstructions.submeshInstructions.Items[0].material;
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if (material != null && baseTexture != material.mainTexture) {
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baseTexture = material.mainTexture;
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if (overrideTexture == null)
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canvasRenderer.SetTexture(this.mainTexture);
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}
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}
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//this.UpdateMaterial(); // TODO: This allocates memory.
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}
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#endregion
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}
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}
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