_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonRendererCustomMaterials.cs
2024-11-12 14:06:34 +08:00

215 lines
7.3 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.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
#define SPINE_OPTIONAL_MATERIALOVERRIDE
// Contributed by: Lost Polygon
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials")]
public class SkeletonRendererCustomMaterials : MonoBehaviour {
#region Inspector
public SkeletonRenderer skeletonRenderer;
[SerializeField] protected List<SlotMaterialOverride> customSlotMaterials = new List<SlotMaterialOverride>();
[SerializeField] protected List<AtlasMaterialOverride> customMaterialOverrides = new List<AtlasMaterialOverride>();
#if UNITY_EDITOR
void Reset () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
// Populate atlas list
if (skeletonRenderer != null && skeletonRenderer.skeletonDataAsset != null) {
AtlasAssetBase[] atlasAssets = skeletonRenderer.skeletonDataAsset.atlasAssets;
List<AtlasMaterialOverride> initialAtlasMaterialOverrides = new List<AtlasMaterialOverride>();
foreach (AtlasAssetBase atlasAsset in atlasAssets) {
foreach (Material atlasMaterial in atlasAsset.Materials) {
AtlasMaterialOverride atlasMaterialOverride = new AtlasMaterialOverride {
overrideDisabled = true,
originalMaterial = atlasMaterial
};
initialAtlasMaterialOverrides.Add(atlasMaterialOverride);
}
}
customMaterialOverrides = initialAtlasMaterialOverrides;
}
}
#endif
#endregion
void SetCustomSlotMaterials () {
if (skeletonRenderer == null) {
Debug.LogError("skeletonRenderer == null");
return;
}
for (int i = 0; i < customSlotMaterials.Count; i++) {
SlotMaterialOverride slotMaterialOverride = customSlotMaterials[i];
if (slotMaterialOverride.overrideDisabled || string.IsNullOrEmpty(slotMaterialOverride.slotName))
continue;
Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName);
if (slotObject != null)
skeletonRenderer.CustomSlotMaterials[slotObject] = slotMaterialOverride.material;
}
}
void RemoveCustomSlotMaterials () {
if (skeletonRenderer == null) {
Debug.LogError("skeletonRenderer == null");
return;
}
for (int i = 0; i < customSlotMaterials.Count; i++) {
SlotMaterialOverride slotMaterialOverride = customSlotMaterials[i];
if (string.IsNullOrEmpty(slotMaterialOverride.slotName))
continue;
Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName);
if (slotObject == null)
continue;
Material currentMaterial;
if (!skeletonRenderer.CustomSlotMaterials.TryGetValue(slotObject, out currentMaterial))
continue;
// Do not revert the material if it was changed by something else
if (currentMaterial != slotMaterialOverride.material)
continue;
skeletonRenderer.CustomSlotMaterials.Remove(slotObject);
}
}
void SetCustomMaterialOverrides () {
if (skeletonRenderer == null) {
Debug.LogError("skeletonRenderer == null");
return;
}
#if SPINE_OPTIONAL_MATERIALOVERRIDE
for (int i = 0; i < customMaterialOverrides.Count; i++) {
AtlasMaterialOverride atlasMaterialOverride = customMaterialOverrides[i];
if (atlasMaterialOverride.overrideDisabled)
continue;
skeletonRenderer.CustomMaterialOverride[atlasMaterialOverride.originalMaterial] = atlasMaterialOverride.replacementMaterial;
}
#endif
}
void RemoveCustomMaterialOverrides () {
if (skeletonRenderer == null) {
Debug.LogError("skeletonRenderer == null");
return;
}
#if SPINE_OPTIONAL_MATERIALOVERRIDE
for (int i = 0; i < customMaterialOverrides.Count; i++) {
AtlasMaterialOverride atlasMaterialOverride = customMaterialOverrides[i];
Material currentMaterial;
if (!skeletonRenderer.CustomMaterialOverride.TryGetValue(atlasMaterialOverride.originalMaterial, out currentMaterial))
continue;
// Do not revert the material if it was changed by something else
if (currentMaterial != atlasMaterialOverride.replacementMaterial)
continue;
skeletonRenderer.CustomMaterialOverride.Remove(atlasMaterialOverride.originalMaterial);
}
#endif
}
// OnEnable applies the overrides at runtime, and when the editor loads.
void OnEnable () {
if (skeletonRenderer == null)
skeletonRenderer = GetComponent<SkeletonRenderer>();
if (skeletonRenderer == null) {
Debug.LogError("skeletonRenderer == null");
return;
}
skeletonRenderer.Initialize(false);
SetCustomMaterialOverrides();
SetCustomSlotMaterials();
}
// OnDisable removes the overrides at runtime, and in the editor when the component is disabled or destroyed.
void OnDisable () {
if (skeletonRenderer == null) {
Debug.LogError("skeletonRenderer == null");
return;
}
RemoveCustomMaterialOverrides();
RemoveCustomSlotMaterials();
}
[Serializable]
public struct SlotMaterialOverride : IEquatable<SlotMaterialOverride> {
public bool overrideDisabled;
[SpineSlot]
public string slotName;
public Material material;
public bool Equals (SlotMaterialOverride other) {
return overrideDisabled == other.overrideDisabled && slotName == other.slotName && material == other.material;
}
}
[Serializable]
public struct AtlasMaterialOverride : IEquatable<AtlasMaterialOverride> {
public bool overrideDisabled;
public Material originalMaterial;
public Material replacementMaterial;
public bool Equals (AtlasMaterialOverride other) {
return overrideDisabled == other.overrideDisabled && originalMaterial == other.originalMaterial && replacementMaterial == other.replacementMaterial;
}
}
}
}