Initial commit: Client Doc docs Server Tools

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
ud18010
2026-07-10 10:24:29 +08:00
co-authored by Cursor
commit 7e35d8da31
3374 changed files with 680813 additions and 0 deletions
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2026, 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.
*****************************************************************************/
namespace Spine.Unity {
public class DoubleBuffered<T> where T : new() {
readonly T a = new T();
readonly T b = new T();
bool usingA;
public T GetCurrent () {
return usingA ? a : b;
}
public T GetNext () {
usingA = !usingA;
return usingA ? a : b;
}
}
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2026, 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.
*****************************************************************************/
// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
//#define SPINE_DEBUG
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
/// <summary>A double-buffered Mesh, and a shared material array, bundled for use by Spine components that need to push a Mesh and materials to a Unity MeshRenderer and MeshFilter.</summary>
public class MeshRendererBuffers : IDisposable {
DoubleBuffered<SmartMesh> doubleBufferedMesh;
internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>();
internal Material[] sharedMaterials = new Material[0];
internal int previousMaterialHash = 0;
public void Initialize () {
if (doubleBufferedMesh != null) {
doubleBufferedMesh.GetNext().Clear();
doubleBufferedMesh.GetNext().Clear();
submeshMaterials.Clear();
} else {
doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
}
}
/// <summary>Updates an internal materials list with the given instruction list.</summary>
public void GatherMaterialsFromInstructions (ExposedList<SubmeshInstruction> instructions,
out bool materialsChanged) {
int newSize = instructions.Count;
{ //submeshMaterials.Resize(instructions.Count);
if (newSize > submeshMaterials.Items.Length)
Array.Resize(ref submeshMaterials.Items, newSize);
submeshMaterials.Count = newSize;
}
Material[] submeshMaterialsItems = submeshMaterials.Items;
SubmeshInstruction[] instructionsItems = instructions.Items;
for (int i = 0; i < newSize; i++)
submeshMaterialsItems[i] = instructionsItems[i].material;
materialsChanged = EvaluateMaterialsChanged();
}
/// <summary>Returns a sharedMaterials array for use on a MeshRenderer.</summary>
/// <returns></returns>
public Material[] UpdateSharedMaterialsArray () {
if (submeshMaterials.Count == sharedMaterials.Length)
submeshMaterials.CopyTo(sharedMaterials);
else
sharedMaterials = submeshMaterials.ToArray();
return sharedMaterials;
}
public SmartMesh GetCurrentMesh () {
return doubleBufferedMesh.GetCurrent();
}
public SmartMesh GetNextMesh () {
return doubleBufferedMesh.GetNext();
}
public void Clear () {
sharedMaterials = new Material[0];
submeshMaterials.Clear();
}
public void Dispose () {
if (doubleBufferedMesh == null) return;
doubleBufferedMesh.GetNext().Dispose();
doubleBufferedMesh.GetNext().Dispose();
doubleBufferedMesh = null;
}
/// <summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
public class SmartMesh : IDisposable {
public Mesh mesh = SpineMesh.NewSkeletonMesh();
public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
public void Clear () {
mesh.Clear();
instructionUsed.Clear();
}
public void Dispose () {
if (mesh != null) {
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying)
UnityEngine.Object.DestroyImmediate(mesh);
else
UnityEngine.Object.Destroy(mesh);
#else
UnityEngine.Object.Destroy(mesh);
#endif
}
mesh = null;
}
}
/// <summary>Returns true if the materials were modified since the buffers were last updated.</summary>
protected bool EvaluateMaterialsChanged () {
int submeshMaterialsHash = 0;
int newSubmeshMaterials = submeshMaterials.Count;
Material[] submeshMaterialsItems = submeshMaterials.Items;
for (int i = 0; i < newSubmeshMaterials; i++) {
Material material = submeshMaterialsItems[i];
if (material == null) continue;
int hash = material.GetHashCode() * (i + 1);
submeshMaterialsHash += hash;
}
bool isNewHash = previousMaterialHash != submeshMaterialsHash;
previousMaterialHash = submeshMaterialsHash;
return isNewHash || (sharedMaterials.Length != newSubmeshMaterials);
}
}
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2026, 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.
*****************************************************************************/
// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
//#define SPINE_DEBUG
// Important Note: When disabling this define, also disable the one in MeshGenerator.cs
// For details, see MeshGenerator.cs.
#define SLOT_ALPHA_DISABLES_ATTACHMENT
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
/// <summary>Instructions used by a SkeletonRenderer to render a mesh.</summary>
public class SkeletonRendererInstruction {
public readonly ExposedList<SubmeshInstruction> submeshInstructions = new ExposedList<SubmeshInstruction>();
public bool immutableTriangles;
#if SPINE_TRIANGLECHECK
public bool hasActiveClipping;
public int rawVertexCount = -1;
public readonly ExposedList<Attachment> attachments = new ExposedList<Attachment>();
#else
/// <summary>Returns constant true to avoid BuildMeshWithArrays in renderers.</summary>
public bool hasActiveClipping { get { return true; } }
/// <summary>Returns constant vertex count for early-return if-clauses in renderers.</summary>
public int rawVertexCount { get { return 1; } }
#endif
public void Clear () {
#if SPINE_TRIANGLECHECK
this.attachments.Clear(false);
rawVertexCount = -1;
hasActiveClipping = false;
#endif
this.submeshInstructions.Clear(false);
}
#if SPINE_TRIANGLECHECK
public void Dispose () {
attachments.Clear(true);
}
#endif
public void SetWithSubset (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
#if SPINE_TRIANGLECHECK
int runningVertexCount = 0;
#endif
ExposedList<SubmeshInstruction> submeshes = this.submeshInstructions;
submeshes.Clear(false);
int submeshCount = endSubmesh - startSubmesh;
submeshes.Resize(submeshCount);
SubmeshInstruction[] submeshesItems = submeshes.Items;
SubmeshInstruction[] instructionsItems = instructions.Items;
for (int i = 0; i < submeshCount; i++) {
SubmeshInstruction instruction = instructionsItems[startSubmesh + i];
submeshesItems[i] = instruction;
#if SPINE_TRIANGLECHECK
this.hasActiveClipping |= instruction.hasClipping;
submeshesItems[i].rawFirstVertexIndex = runningVertexCount; // Ensure current instructions have correct cached values.
runningVertexCount += instruction.rawVertexCount; // vertexCount will also be used for the rest of this method.
#endif
}
#if SPINE_TRIANGLECHECK
this.rawVertexCount = runningVertexCount;
// assumption: instructions are contiguous. start and end are valid within instructions.
int startSlot = instructionsItems[startSubmesh].startSlot;
int endSlot = instructionsItems[endSubmesh - 1].endSlot;
attachments.Clear(false);
int attachmentCount = endSlot - startSlot;
attachments.Resize(attachmentCount);
Attachment[] attachmentsItems = attachments.Items;
Slot[] drawOrderItems = instructionsItems[0].skeleton.DrawOrder.AppliedPose.Items;
for (int i = 0; i < attachmentCount; i++) {
Slot slot = drawOrderItems[startSlot + i];
if (!slot.Bone.Active
#if SLOT_ALPHA_DISABLES_ATTACHMENT
|| slot.AppliedPose.GetColor().a == 0f
#endif
) {
attachmentsItems[i] = null;
continue;
}
attachmentsItems[i] = slot.AppliedPose.Attachment;
}
#endif
}
public void Set (SkeletonRendererInstruction other) {
this.immutableTriangles = other.immutableTriangles;
#if SPINE_TRIANGLECHECK
this.hasActiveClipping = other.hasActiveClipping;
this.rawVertexCount = other.rawVertexCount;
this.attachments.Clear(false);
this.attachments.EnsureCapacity(other.attachments.Capacity);
this.attachments.Count = other.attachments.Count;
other.attachments.CopyTo(this.attachments.Items);
#endif
this.submeshInstructions.Clear(false);
this.submeshInstructions.EnsureCapacity(other.submeshInstructions.Capacity);
this.submeshInstructions.Count = other.submeshInstructions.Count;
other.submeshInstructions.CopyTo(this.submeshInstructions.Items);
}
public static bool GeometryNotEqual (SkeletonRendererInstruction a, SkeletonRendererInstruction b,
bool calledFromMainThread = true) {
#if SPINE_TRIANGLECHECK
#if UNITY_EDITOR
if (calledFromMainThread && !Application.isPlaying)
return true;
#endif
if (a.hasActiveClipping || b.hasActiveClipping) return true; // Triangles are unpredictable when clipping is active.
if (a.immutableTriangles != b.immutableTriangles) return true;
if (a.immutableTriangles) return false;
// Everything below assumes the raw vertex and triangle counts were used. (ie, no clipping was done)
if (a.rawVertexCount != b.rawVertexCount) return true;
int attachmentCountB = b.attachments.Count;
if (a.attachments.Count != attachmentCountB) return true; // Bounds check for the looped storedAttachments count below.
// Submesh count changed
int submeshCountA = a.submeshInstructions.Count;
int submeshCountB = b.submeshInstructions.Count;
if (submeshCountA != submeshCountB) return true;
// Submesh Instruction mismatch
SubmeshInstruction[] submeshInstructionsItemsA = a.submeshInstructions.Items;
SubmeshInstruction[] submeshInstructionsItemsB = b.submeshInstructions.Items;
Attachment[] attachmentsA = a.attachments.Items;
Attachment[] attachmentsB = b.attachments.Items;
for (int i = 0; i < attachmentCountB; i++)
if (!System.Object.ReferenceEquals(attachmentsA[i], attachmentsB[i])) return true;
for (int i = 0; i < submeshCountB; i++) {
SubmeshInstruction submeshA = submeshInstructionsItemsA[i];
SubmeshInstruction submeshB = submeshInstructionsItemsB[i];
if (!(
submeshA.rawVertexCount == submeshB.rawVertexCount &&
submeshA.startSlot == submeshB.startSlot &&
submeshA.endSlot == submeshB.endSlot
&& submeshA.rawTriangleCount == submeshB.rawTriangleCount &&
submeshA.rawFirstVertexIndex == submeshB.rawFirstVertexIndex
))
return true;
}
return false;
#else
// In normal immutable triangle use, immutableTriangles will be initially false, forcing the smartmesh to update the first time but never again after that, unless there was an immutableTriangles flag mismatch..
if (a.immutableTriangles || b.immutableTriangles)
return (a.immutableTriangles != b.immutableTriangles);
return true;
#endif
}
}
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2026, 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.
*****************************************************************************/
// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
//#define SPINE_DEBUG
using UnityEngine;
namespace Spine.Unity {
public static class SpineMesh {
internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
public static Mesh NewSkeletonMesh () {
Mesh m = new Mesh();
m.MarkDynamic();
m.name = "Skeleton Mesh";
m.hideFlags = SpineMesh.MeshHideflags;
return m;
}
}
/// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
public struct SubmeshInstruction {
public Skeleton skeleton;
public int startSlot;
public int endSlot;
public Material material;
public bool forceSeparate;
public int preActiveClippingSlotSource;
#if SPINE_TRIANGLECHECK
// Cached values because they are determined in the process of generating instructions,
// but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
public int rawTriangleCount;
public int rawVertexCount;
public int rawFirstVertexIndex;
public bool hasClipping;
#else
/// <summary>Returns constant vertex count for early-return if clauses in renderers.</summary>
public int rawVertexCount { get { return 1; } }
#endif
public bool hasPMAAdditiveSlot;
/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
public int SlotCount { get { return endSlot - startSlot; } }
public override string ToString () {
return
string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]",
startSlot,
endSlot - 1,
material == null ? "<none>" : material.name,
preActiveClippingSlotSource
);
}
}
}
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