/******************************************************************************
* 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.
*****************************************************************************/
#if UNITY_2021_1_OR_NEWER
#define HAS_LIST_POOL
#endif
using System.Collections.Generic;
using UnityEngine;
#if HAS_LIST_POOL
using UnityEngine.Pool;
#endif
using UnityEngine.UI;
namespace Spine.Unity {
///
/// A minimal MaskableGraphic subclass for rendering multiple submeshes
/// at a .
///
[RequireComponent(typeof(CanvasRenderer))]
public class SkeletonSubmeshGraphic : MaskableGraphic {
public override void SetMaterialDirty () { }
public override void SetVerticesDirty () { }
protected override void OnPopulateMesh (VertexHelper vh) {
vh.Clear();
}
protected override void OnDisable () {
base.OnDisable();
this.canvasRenderer.cull = true;
}
protected override void OnEnable () {
base.OnEnable();
this.canvasRenderer.cull = false;
}
#if HAS_LIST_POOL
public Material UpdateModifiedMaterial (Material baseMaterial) {
List modifierComponents = ListPool.Get();
GetComponents(modifierComponents);
Material currentMaterial = baseMaterial;
for (int i = 0; i < modifierComponents.Count; i++)
currentMaterial = modifierComponents[i].GetModifiedMaterial(currentMaterial);
ListPool.Release(modifierComponents);
return currentMaterial;
}
#else
public Material UpdateModifiedMaterial (Material baseMaterial) {
return GetModifiedMaterial(baseMaterial);
}
#endif
}
}