/******************************************************************************
* 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_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
#if UNITY_2018_2_OR_NEWER
#define HAS_CULL_TRANSPARENT_MESH
#endif
#if !SPINE_DISABLE_THREADING
#define USE_THREADED_SKELETON_UPDATE
#endif
#if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
#define AUTO_UPGRADE_TO_43_COMPONENTS
#endif
#define SPINE_OPTIONAL_ON_DEMAND_LOADING
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Spine.Unity {
[System.Serializable]
public class SkeletonGraphicParams {
}
[DefaultExecutionOrder(1)]
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
[HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonGraphic-Component")]
public partial class SkeletonGraphic : MaskableGraphic, ISkeletonRenderer, IUpgradable {
// Note: Partial class. As a workaround for single inheritance limitations, this class
// is split into a common code part (what would be the base class) and a specific code part.
// This file covers specific attributes, properties and methods.
// Common ISkeletonRenderer members can be found in SkeletonGraphic.Common.cs.
#region Events
/// OnMeshAndMaterialsUpdated is raised at the end of Rebuild after the Mesh and
/// all materials have been updated. Note that some Unity API calls are not permitted to be issued from
/// Rebuild, so you may want to subscribe to instead
/// from where you can issue such preparation calls.
public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
#endregion Events
#region Types and Constants
public enum LayoutMode {
None = 0,
WidthControlsHeight,
HeightControlsWidth,
FitInParent,
EnvelopeParent
}
public const string SeparatorPartGameObjectName = "Part";
#endregion
#region Attributes
/// Own color to replace Graphic.m_Color.
[UnityEngine.Serialization.FormerlySerializedAs("m_Color")]
[SerializeField] protected Color m_SkeletonColor = Color.white;
public bool freeze;
public bool allowMultipleCanvasRenderers = false;
public bool updateSeparatorPartLocation = true;
public bool updateSeparatorPartScale = false;
public Material additiveMaterial;
public Material multiplyMaterial;
public Material screenMaterial;
///
/// Normally when PMA Vertex Colors is enabled,
/// additive blend mode is drawn in a single pass with normal blend mode and the normal material is used.
/// Enable this setting to use a separate additive material regardless.
///
public bool forceAdditiveMaterial = false;
// Layout
protected float meshScale = 1f;
protected Vector2 meshOffset = Vector2.zero;
public SkeletonGraphic.LayoutMode layoutScaleMode = SkeletonGraphic.LayoutMode.None;
[SerializeField] protected Vector2 referenceSize = Vector2.one;
/// Offset relative to the pivot position, before potential layout scale is applied.
[SerializeField] protected Vector2 pivotOffset = Vector2.zero;
[SerializeField] protected float referenceScale = 1f;
[SerializeField] protected float layoutScale = 1f;
#if UNITY_EDITOR
internal SkeletonGraphic.LayoutMode previousLayoutScaleMode = SkeletonGraphic.LayoutMode.None;
[SerializeField] protected Vector2 rectTransformSize = Vector2.zero;
[SerializeField] protected bool editReferenceRect = false;
protected bool previousEditReferenceRect = false;
#endif
#if USE_THREADED_SKELETON_UPDATE
protected Vector2 threadedRectTransformSize = Vector2.zero;
protected float canvasReferencePixelsPerUnit = 100f;
#endif
// Mesh Generation
#if USE_THREADED_SKELETON_UPDATE
protected ExposedList meshGenerators = new ExposedList { null };
#else
protected ExposedList meshGenerators = new ExposedList { new MeshGenerator() };
#endif
[System.NonSerialized] readonly MeshRendererBuffers rendererBuffers = new MeshRendererBuffers();
public List canvasRenderers = new List();
protected List submeshGraphics = new List();
protected int usedRenderersCount = 0;
/// Multiple mesh targets for generating each mesh into a separate Mesh instead of into multiple submeshes.
protected readonly ExposedList meshes = new ExposedList();
readonly ExposedList usedTextures = new ExposedList();
[System.NonSerialized] readonly Dictionary customTextureOverride = new Dictionary();
[System.NonSerialized] readonly Dictionary customMaterialOverride = new Dictionary();
[SerializeField] protected List separatorParts = new List();
/// When true, no meshes and materials are assigned at CanvasRenderers if the used override
/// AssignMeshOverrideSingleRenderer or AssignMeshOverrideMultipleRenderers is non-null.
public bool disableMeshAssignmentOnOverride = true;
/// Delegate type for overriding mesh and material assignment,
/// used when allowMultipleCanvasRenderers is false.
/// Mesh normally assigned at the main CanvasRenderer.
/// Material normally assigned at the main CanvasRenderer.
/// Texture normally assigned at the main CanvasRenderer.
public delegate void MeshAssignmentDelegateSingle (Mesh mesh, Material graphicMaterial, Texture texture);
/// Number of meshes. Don't use meshes.Length as this might be higher
/// due to pre-allocated entries.
/// Mesh array where each element is normally assigned to one of the canvasRenderers.
/// Material array where each element is normally assigned to one of the canvasRenderers.
/// Texture array where each element is normally assigned to one of the canvasRenderers.
public delegate void MeshAssignmentDelegateMultiple (int meshCount, Mesh[] meshes, Material[] graphicMaterials, Texture[] textures);
event MeshAssignmentDelegateSingle assignMeshOverrideSingle;
event MeshAssignmentDelegateMultiple assignMeshOverrideMultiple;
#endregion Attributes
#region Properties
/// Sets the color of the skeleton. Does not call and
/// unnecessarily as Graphic.color would otherwise do.
override public Color color { get { return m_SkeletonColor; } set { m_SkeletonColor = value; } }
public override Texture mainTexture {
get {
if (usedTextures.Items.Length > 0)
return usedTextures.Items[0];
else
return base.mainTexture;
}
}
public Texture OverrideTexture {
get {
Texture overrideTexture;
customTextureOverride.TryGetValue(Texture2D.whiteTexture, out overrideTexture);
return overrideTexture;
}
set {
customTextureOverride[Texture2D.whiteTexture] = value;
SetMainRendererTexture(value);
materialsNeedUpdate = true;
}
}
protected bool HasMaterialOrTextureOverride {
get {
return (customMaterialOverride.Count > 0
|| customSlotMaterials.Count > 0
|| customTextureOverride.Count > 0);
}
}
protected bool HasMaterialOverride {
get {
return customMaterialOverride.Count > 0
|| customSlotMaterials.Count > 0;
}
}
/// Use this Dictionary to override a Texture with a different Texture.
public Dictionary CustomTextureOverride {
get { materialsNeedUpdate = true; return customTextureOverride; }
}
/// Use this Dictionary to override the Material where the Texture was used at the original atlas.
public Dictionary CustomMaterialOverride {
get { materialsNeedUpdate = true; return customMaterialOverride; }
}
public List SeparatorParts { get { return separatorParts; } }
/// Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
/// Used when allowMultipleCanvasRenderers is false.
public event MeshAssignmentDelegateSingle AssignMeshOverrideSingleRenderer {
add {
assignMeshOverrideSingle += value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle != null) {
Initialize(false);
}
}
remove {
assignMeshOverrideSingle -= value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideSingle == null) {
Initialize(false);
}
}
}
/// Allows separate code to take over mesh and material assignment for this SkeletonGraphic component.
/// Used when allowMultipleCanvasRenderers is true.
public event MeshAssignmentDelegateMultiple AssignMeshOverrideMultipleRenderers {
add {
assignMeshOverrideMultiple += value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple != null) {
Initialize(false);
}
}
remove {
assignMeshOverrideMultiple -= value;
if (disableMeshAssignmentOnOverride && assignMeshOverrideMultiple == null) {
Initialize(false);
}
}
}
public ExposedList MeshesMultipleCanvasRenderers { get { return meshes; } }
public Material[] MaterialsMultipleCanvasRenderers { get { return rendererBuffers.sharedMaterials; } }
public ExposedList TexturesMultipleCanvasRenderers { get { return usedTextures; } }
#if USE_THREADED_SKELETON_UPDATE
public float CanvasReferencePixelsPerUnit {
get {
return canvasReferencePixelsPerUnit;
}
}
public virtual bool NeedsMainThreadRendererPreparation {
get {
return allowMultipleCanvasRenderers || canvasRenderers.Count > 0 ||
generateMeshOverride != null || OnInstructionsPrepared != null;
}
}
#else
public float CanvasReferencePixelsPerUnit {
get {
return (canvas == null) ? 100 : canvas.referencePixelsPerUnit;
}
}
#endif
/// Returns the used by this renderer for use with e.g.
///
///
public SkeletonClipping SkeletonClipping { get { return meshGenerators.Items[0].SkeletonClipping; } }
public bool Freeze { get { return freeze; } set { freeze = value; } }
public float MeshScale { get { return meshScale; } }
public Vector2 MeshOffset { get { return meshOffset; } }
protected bool UsesSingleSubmesh { get { return !allowMultipleCanvasRenderers; } }
protected bool NeedsToGenerateMesh { get { return !freeze; } }
#if UNITY_EDITOR
public bool EditReferenceRect { get { return editReferenceRect; } set { editReferenceRect = value; } }
public Vector2 RectTransformSize { get { return rectTransformSize; } }
#else
protected const bool EditReferenceRect = false;
#endif
#endregion Properties
#region Methods
#region Lifecycle
protected override void Awake () {
base.Awake();
InitializeMainThreadID();
#if UNITY_EDITOR
SkeletonGraphic.ApplicationIsPlaying = Application.isPlaying;
#endif
MeshGenerator.InitializeGlobalSettings();
#if USE_THREADED_SKELETON_UPDATE
if (meshGenerators.Items[0] == null)
meshGenerators.Items[0] = new MeshGenerator();
canvasReferencePixelsPerUnit = (canvas == null) ? 100 : canvas.referencePixelsPerUnit;
#endif
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
if (!Application.isPlaying && !wasDeprecatedTransferred) {
UpgradeTo43();
}
#endif
this.onCullStateChanged.AddListener(OnCullStateChanged);
this.m_OnDirtyMaterialCallback += () => { materialsNeedUpdate = true; };
SyncSubmeshGraphicsWithCanvasRenderers();
if (!valid) {
#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);
updateMode = updateWhenInvisible;
if (!valid)
return;
}
Rebuild(CanvasUpdate.PreRender);
#if UNITY_EDITOR
InitLayoutScaleParameters();
#endif
}
public void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
skeletonAnimation = this.GetComponent();
if (skeletonAnimation != null)
skeletonAnimation.EnsureRendererEventsSubscribed();
InitializeCommon(overwrite, quiet);
SetMaterialDirty();
if (valid) {
EnsureUsedTexturesCount(1);
usedTextures.Items[0] = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
}
#if UNITY_EDITOR
requiresEditorUpdate = false;
#endif
}
public void Clear () {
ClearMeshAtRenderer();
ClearCommon();
DestroyMeshes();
usedTextures.Clear();
}
///
/// Clears the previously generated mesh and resets the skeleton's pose.
/// Also clears the animation state when a SkeletonAnimation component is
/// associated with this SkeletonRenderer
public virtual void ClearState () {
ClearSkeletonState();
skeletonAnimation.ClearAnimationState();
}
///
/// Clears the previously generated mesh and resets the skeleton's pose.
public virtual void ClearSkeletonState () {
ClearMeshAtRenderer();
currentInstructions.Clear();
if (skeleton != null) skeleton.SetupPose();
}
protected override void OnEnable () {
base.OnEnable();
#if USE_THREADED_SKELETON_UPDATE
if (Application.isPlaying && UsesThreadedMeshGeneration && !isUpdatedExternally) {
SkeletonUpdateSystem system = SkeletonUpdateSystem.Instance;
if (system)
system.RegisterForUpdate(this);
}
#endif
}
protected override void OnDisable () {
base.OnDisable();
#if USE_THREADED_SKELETON_UPDATE
if (Application.isPlaying && UsesThreadedMeshGeneration) {
SkeletonUpdateSystem system = SkeletonUpdateSystem.Instance;
if (system)
system.UnregisterFromUpdate(this);
}
#endif
if (clearStateOnDisable && valid)
ClearState();
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
canvasRenderer.Clear();
}
}
protected override void OnDestroy () {
ClearSkeletonState();
rendererBuffers.Dispose();
valid = false;
}
protected void OnCullStateChanged (bool culled) {
if (culled)
OnBecameInvisible();
else
OnBecameVisible();
}
protected void OnBecameVisible () {
UpdateMode previousUpdateMode = updateMode;
updateMode = UpdateMode.FullUpdate;
// OnBecameVisible is called after Update and LateUpdate()
if (previousUpdateMode != UpdateMode.FullUpdate) {
if (skeletonAnimation != null)
skeletonAnimation.UpdateOncePerFrame(0);
LateUpdate();
}
}
protected void OnBecameInvisible () {
updateMode = updateWhenInvisible;
}
public void LateUpdate () {
#if USE_THREADED_SKELETON_UPDATE
if (isUpdatedExternally) return;
#endif
LateUpdateImplementation();
}
/// Triggered by SetVerticesDirty and SetMaterialDirty, avoiding duplicate update calls.
public override void Rebuild (CanvasUpdate update) {
base.Rebuild(update);
if (!valid) return;
if (canvasRenderer.cull) return;
if (update == CanvasUpdate.PreRender) {
PrepareInstructionsAndRenderers(isInRebuild: true);
updateTriangles = UpdateBuffersToInstructions(true);
#if USE_THREADED_SKELETON_UPDATE
requiresMeshBufferAssignmentMainThread = false;
SetCurrentRectSize();
#endif
UpdateMeshAndMaterialsToBuffers();
}
if (allowMultipleCanvasRenderers) canvasRenderer.Clear();
}
#endregion Lifecycle
#region Layout
public bool GetMeshBoundsSingleRenderer (ref Bounds bounds) {
Mesh mesh = GetCurrentMesh();
if (mesh == null || mesh.vertexCount == 0 || mesh.bounds.size == Vector3.zero) {
return false;
}
mesh.RecalculateBounds();
bounds = mesh.bounds;
return true;
}
public bool GetMeshBoundsMultipleRenderers (ref Bounds bounds) {
bool anyBoundsAdded = false;
Mesh[] meshItems = meshes.Items;
Bounds combinedBounds = new Bounds();
for (int i = 0; i < meshes.Count; ++i) {
Mesh mesh = meshItems[i];
if (mesh == null || mesh.vertexCount == 0)
continue;
mesh.RecalculateBounds();
Bounds meshBounds = mesh.bounds;
if (anyBoundsAdded)
combinedBounds.Encapsulate(meshBounds);
else {
anyBoundsAdded = true;
combinedBounds = meshBounds;
}
}
if (!anyBoundsAdded || combinedBounds.size == Vector3.zero) {
return false;
}
bounds = combinedBounds;
return true;
}
public bool MatchRectTransformWithBounds () {
if (skeletonAnimation != null)
skeletonAnimation.UpdateOncePerFrame(0);
UpdateMesh();
Vector2 defaultSize = new Vector2(50f, 50f);
Bounds bounds = new Bounds(defaultSize * 0.5f, defaultSize);
bool boundsSet;
if (!allowMultipleCanvasRenderers)
boundsSet = GetMeshBoundsSingleRenderer(ref bounds);
else
boundsSet = GetMeshBoundsMultipleRenderers(ref bounds);
SetRectTransformBounds(bounds);
return boundsSet;
}
private void SetRectTransformBounds (Bounds combinedBounds) {
Vector3 size = combinedBounds.size;
Vector3 center = combinedBounds.center;
Vector2 p = new Vector2(
0.5f - (center.x / size.x),
0.5f - (center.y / size.y)
);
SetRectTransformSize(this, size);
this.rectTransform.pivot = p;
foreach (Transform separatorPart in separatorParts) {
RectTransform separatorTransform = separatorPart.GetComponent();
if (separatorTransform) {
SetRectTransformSize(separatorTransform, size);
separatorTransform.pivot = p;
}
}
foreach (SkeletonSubmeshGraphic submeshGraphic in submeshGraphics) {
SetRectTransformSize(submeshGraphic, size);
submeshGraphic.rectTransform.pivot = p;
}
this.referenceSize = size;
referenceScale = referenceScale * layoutScale;
layoutScale = 1f;
}
public static void SetRectTransformSize (Graphic target, Vector2 size) {
SetRectTransformSize(target.rectTransform, size);
}
public static void SetRectTransformSize (RectTransform targetRectTransform, Vector2 size) {
Vector2 parentSize = Vector2.zero;
if (targetRectTransform.parent != null) {
RectTransform parentTransform = targetRectTransform.parent.GetComponent();
if (parentTransform)
parentSize = parentTransform.rect.size;
}
Vector2 anchorAreaSize = Vector2.Scale(targetRectTransform.anchorMax - targetRectTransform.anchorMin, parentSize);
targetRectTransform.sizeDelta = size - anchorAreaSize;
}
public void SetScaledPivotOffset (Vector2 pivotOffsetScaled) {
pivotOffset = pivotOffsetScaled / GetLayoutScale(layoutScaleMode);
}
protected float GetLayoutScale (LayoutMode mode) {
Vector2 currentSize = GetCurrentRectSize();
mode = GetEffectiveLayoutMode(mode);
if (mode == LayoutMode.WidthControlsHeight) {
return currentSize.x / referenceSize.x;
} else if (mode == LayoutMode.HeightControlsWidth) {
return currentSize.y / referenceSize.y;
}
return 1f;
}
///
/// LayoutMode FitInParent and EnvelopeParent actually result in
/// HeightControlsWidth or WidthControlsHeight depending on the actual vs reference aspect ratio.
/// This method returns the respective LayoutMode of the two for any given input mode.
///
protected LayoutMode GetEffectiveLayoutMode (LayoutMode mode) {
Vector2 currentSize = GetCurrentRectSize();
float referenceAspect = referenceSize.x / referenceSize.y;
float frameAspect = currentSize.x / currentSize.y;
if (mode == LayoutMode.FitInParent)
mode = frameAspect > referenceAspect ? LayoutMode.HeightControlsWidth : LayoutMode.WidthControlsHeight;
else if (mode == LayoutMode.EnvelopeParent)
mode = frameAspect > referenceAspect ? LayoutMode.WidthControlsHeight : LayoutMode.HeightControlsWidth;
return mode;
}
#if USE_THREADED_SKELETON_UPDATE
public void SetCurrentRectSize () {
threadedRectTransformSize = this.rectTransform.rect.size; ;
}
private Vector2 GetCurrentRectSize () {
if (!IsUpdatedExternally)
return this.rectTransform.rect.size;
else
return threadedRectTransformSize;
}
#else
private Vector2 GetCurrentRectSize () {
return this.rectTransform.rect.size;
}
#endif
#endregion Layout
#region Mesh Generation
protected void ClearMeshGenerator () {
#if USE_THREADED_SKELETON_UPDATE
if (meshGenerators.Items[0] == null)
meshGenerators.Items[0] = new MeshGenerator();
#endif
meshGenerators.Items[0].Begin();
}
public Mesh GetCurrentMesh () {
return rendererBuffers.GetCurrentMesh().mesh;
}
public bool HasMultipleSubmeshInstructions () {
return RequiresMultipleSubmeshesByDrawOrder();
}
protected bool RequiresMultipleSubmeshesByDrawOrder () {
if (!valid)
return false;
return MeshGenerator.RequiresMultipleSubmeshesByDrawOrder(skeleton);
}
public void PrepareInstructionsAndRenderers (bool isInRebuild = false) {
if (UsesSingleSubmesh) {
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, skeletonDataAsset.atlasAssets[0].PrimaryMaterial);
if (canvasRenderers.Count > 0)
DisableUnusedCanvasRenderers(usedCount: 0, isInRebuild: isInRebuild);
usedRenderersCount = 0;
} else {
GenerateSkeletonRendererInstructions();
int submeshCount = currentInstructions.submeshInstructions.Count;
EnsureCanvasRendererCount(submeshCount);
EnsureMeshesCount(submeshCount);
EnsureUsedTexturesCount(submeshCount);
EnsureSeparatorPartCount();
PrepareRendererGameObjects(currentInstructions, isInRebuild);
}
if (OnInstructionsPrepared != null)
OnInstructionsPrepared(this.currentInstructions);
}
protected virtual void GenerateSkeletonRendererInstructions () {
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, customSlotMaterials,
enableSeparatorSlots ? separatorSlots : null,
enableSeparatorSlots ? separatorSlots.Count > 0 : false,
false);
}
protected void EnsureCanvasRendererCount (int targetCount) {
#if UNITY_EDITOR
RemoveNullCanvasRenderers();
if (!ApplicationIsPlaying) {
if (canvasRenderers.Count != submeshGraphics.Count)
SyncSubmeshGraphicsWithCanvasRenderers();
}
#endif
int currentCount = canvasRenderers.Count;
for (int i = currentCount; i < targetCount; ++i) {
GameObject go = new GameObject(string.Format("Renderer{0}", i), typeof(RectTransform));
go.transform.SetParent(this.transform, false);
go.transform.localPosition = Vector3.zero;
CanvasRenderer canvasRenderer = go.AddComponent();
canvasRenderers.Add(canvasRenderer);
SkeletonSubmeshGraphic submeshGraphic = go.AddComponent();
submeshGraphic.maskable = this.maskable;
submeshGraphic.raycastTarget = false;
submeshGraphic.rectTransform.pivot = rectTransform.pivot;
submeshGraphic.rectTransform.anchorMin = Vector2.zero;
submeshGraphic.rectTransform.anchorMax = Vector2.one;
submeshGraphic.rectTransform.sizeDelta = Vector2.zero;
submeshGraphics.Add(submeshGraphic);
}
}
protected void EnsureMeshesCount (int targetCount) {
int oldCount = meshes.Count;
meshes.EnsureCapacity(targetCount);
for (int i = oldCount; i < targetCount; i++) {
meshes.Add(SpineMesh.NewSkeletonMesh());
}
}
protected void DestroyMeshes () {
foreach (Mesh mesh in meshes) {
#if UNITY_EDITOR
if (!ApplicationIsPlaying)
UnityEngine.Object.DestroyImmediate(mesh);
else
UnityEngine.Object.Destroy(mesh);
#else
UnityEngine.Object.Destroy(mesh);
#endif
}
meshes.Clear();
}
protected void EnsureGeneratorCount (int targetCount) {
int oldCount = meshGenerators.Count;
meshGenerators.EnsureCapacity(targetCount);
for (int i = oldCount; i < targetCount; i++) {
meshGenerators.Add(new MeshGenerator());
}
}
protected void EnsureUsedTexturesCount (int targetCount) {
int oldCount = usedTextures.Count;
usedTextures.EnsureCapacity(targetCount);
for (int i = oldCount; i < targetCount; i++) {
usedTextures.Add(null);
}
}
protected void PrepareRendererGameObjects (SkeletonRendererInstruction currentInstructions,
bool isInRebuild = false) {
int submeshCount = currentInstructions.submeshInstructions.Count;
DisableUnusedCanvasRenderers(usedCount: submeshCount, isInRebuild: isInRebuild);
Transform parent = this.separatorParts.Count == 0 ? this.transform : this.separatorParts[0];
if (updateSeparatorPartLocation) {
for (int p = 0; p < this.separatorParts.Count; ++p) {
Transform separatorPart = separatorParts[p];
if (separatorPart == null) continue;
separatorPart.position = this.transform.position;
separatorPart.rotation = this.transform.rotation;
}
}
if (updateSeparatorPartScale) {
Vector3 targetScale = this.transform.lossyScale;
for (int p = 0; p < this.separatorParts.Count; ++p) {
Transform separatorPart = separatorParts[p];
if (separatorPart == null) continue;
Transform partParent = separatorPart.parent;
Vector3 parentScale = partParent == null ? Vector3.one : partParent.lossyScale;
separatorPart.localScale = new Vector3(
parentScale.x == 0f ? 1f : targetScale.x / parentScale.x,
parentScale.y == 0f ? 1f : targetScale.y / parentScale.y,
parentScale.z == 0f ? 1f : targetScale.z / parentScale.z);
}
}
int separatorSlotGroupIndex = 0;
int targetSiblingIndex = 0;
for (int i = 0; i < submeshCount; i++) {
CanvasRenderer canvasRenderer = canvasRenderers[i];
if (canvasRenderer != null) {
if (i >= usedRenderersCount)
canvasRenderer.gameObject.SetActive(true);
if (canvasRenderer.transform.parent != parent.transform && !isInRebuild)
canvasRenderer.transform.SetParent(parent.transform, false);
canvasRenderer.transform.SetSiblingIndex(targetSiblingIndex++);
}
SkeletonSubmeshGraphic submeshGraphic = submeshGraphics[i];
if (submeshGraphic != null) {
RectTransform dstTransform = submeshGraphic.rectTransform;
dstTransform.localPosition = Vector3.zero;
dstTransform.pivot = rectTransform.pivot;
dstTransform.anchorMin = Vector2.zero;
dstTransform.anchorMax = Vector2.one;
dstTransform.sizeDelta = Vector2.zero;
}
SubmeshInstruction submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
if (submeshInstructionItem.forceSeparate) {
targetSiblingIndex = 0;
parent = separatorParts[++separatorSlotGroupIndex];
}
}
usedRenderersCount = submeshCount;
}
protected void DisableUnusedCanvasRenderers (int usedCount, bool isInRebuild = false) {
#if UNITY_EDITOR
RemoveNullCanvasRenderers();
#endif
for (int i = usedCount; i < canvasRenderers.Count; i++) {
canvasRenderers[i].Clear();
if (!isInRebuild) // rebuild does not allow disabling Graphic and thus removing it from rebuild list.
canvasRenderers[i].gameObject.SetActive(false);
}
}
#if UNITY_EDITOR
private void RemoveNullCanvasRenderers () {
if (!ApplicationIsPlaying) {
for (int i = canvasRenderers.Count - 1; i >= 0; --i) {
if (canvasRenderers[i] == null) {
canvasRenderers.RemoveAt(i);
submeshGraphics.RemoveAt(i);
}
}
}
}
private void DestroyOldRawImages () {
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
RawImage oldRawImage = canvasRenderer.GetComponent();
if (oldRawImage != null) {
DestroyImmediate(oldRawImage);
}
}
}
#endif
/// True if any mesh has been filled with data, false otherwise.
protected virtual bool FillBuffersFromSubmeshInstructions (ExposedList workingSubmeshInstructions,
MeshRendererBuffers.SmartMesh currentSmartMesh, bool updateTriangles) {
if (UsesSingleSubmesh) {
return FillSingleBufferFromInstructions(workingSubmeshInstructions, currentSmartMesh, updateTriangles);
} else {
int submeshCount = currentInstructions.submeshInstructions.Count;
#if UNITY_EDITOR
if (!ApplicationIsPlaying) {
if (canvasRenderers.Count != submeshGraphics.Count)
SyncSubmeshGraphicsWithCanvasRenderers();
}
#endif
currentSmartMesh.instructionUsed.Set(currentInstructions);
EnsureGeneratorCount(submeshCount);
// Generate meshes.
UpdateMeshScaleAndOffset();
for (int i = 0; i < submeshCount; i++) {
MeshGenerator meshGenerator = meshGenerators.Items[i];
meshGenerator.settings = meshSettings;
SubmeshInstruction submeshInstructionItem = currentInstructions.submeshInstructions.Items[i];
meshGenerator.Begin();
meshGenerator.AddSubmesh(submeshInstructionItem);
ScaleAndOffsetGeneratorMesh(i);
IssueOnPostProcessVertices(meshGenerator.Buffers);
}
return true;
}
}
/// True if any mesh has been filled with data, false otherwise.
protected virtual bool FillSingleBufferFromInstructions (ExposedList workingSubmeshInstructions,
MeshRendererBuffers.SmartMesh currentSmartMesh, bool updateTriangles) {
UpdateMeshScaleAndOffset();
MeshGenerator meshGenerator = meshGenerators.Items[0];
meshGenerator.settings = meshSettings;
meshGenerator.Begin();
if (!currentInstructions.hasActiveClipping)
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
else // if (UsesSingleSubmesh) is always true here in SkeletonGraphic, ensured by caller
meshGenerator.AddSubmesh(workingSubmeshInstructions.Items[0], updateTriangles);
ScaleAndOffsetGeneratorMesh(0);
currentSmartMesh.instructionUsed.Set(currentInstructions);
IssueOnPostProcessVertices(meshGenerator.Buffers);
return true;
}
protected virtual bool FillMeshFromBuffers (MeshRendererBuffers.SmartMesh currentSmartMesh, bool updateTriangles) {
if (UsesSingleSubmesh) {
MeshGenerator meshGenerator = meshGenerators.Items[0];
Mesh currentMesh = currentSmartMesh.mesh;
meshGenerator.FillVertexData(currentMesh);
if (updateTriangles) { // Check if the triangles should also be updated.
meshGenerator.FillTriangles(currentMesh);
}
meshGenerator.FillLateVertexData(currentMesh);
} else {
int submeshCount = currentInstructions.submeshInstructions.Count;
EnsureMeshesCount(submeshCount);
Mesh[] meshesItems = meshes.Items;
for (int i = 0; i < submeshCount; i++) {
MeshGenerator meshGenerator = meshGenerators.Items[i];
Mesh targetMesh = meshesItems[i];
meshGenerator.FillVertexData(targetMesh);
meshGenerator.FillTriangles(targetMesh);
meshGenerator.FillLateVertexData(targetMesh);
}
}
return true;
}
protected void UpdateMeshScaleAndOffset () {
meshScale = CanvasReferencePixelsPerUnit;
if (layoutScaleMode != LayoutMode.None) {
meshScale *= referenceScale;
layoutScale = GetLayoutScale(layoutScaleMode);
if (!EditReferenceRect) {
meshScale *= layoutScale;
}
meshOffset = pivotOffset * layoutScale;
} else {
meshOffset = pivotOffset;
}
}
protected void ScaleAndOffsetGeneratorMesh (int submeshIndex = 0) {
if (meshOffset == Vector2.zero) {
if (meshScale != 1.0f)
meshGenerators.Items[submeshIndex].ScaleVertexData(meshScale);
} else {
meshGenerators.Items[submeshIndex].ScaleAndOffsetVertexData(meshScale, meshOffset);
}
}
#endregion Mesh Generation
#region Renderer Assignment
protected void EnableRenderers () { }
protected void DisableRenderers () { }
public void TrimRenderers () {
List newList = new List();
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
if (canvasRenderer.gameObject.activeSelf) {
newList.Add(canvasRenderer);
} else {
#if UNITY_EDITOR
if (!ApplicationIsPlaying)
DestroyImmediate(canvasRenderer.gameObject);
else
Destroy(canvasRenderer.gameObject);
#else
Destroy(canvasRenderer.gameObject);
#endif
}
}
canvasRenderers = newList;
SyncSubmeshGraphicsWithCanvasRenderers();
}
protected void SyncSubmeshGraphicsWithCanvasRenderers () {
submeshGraphics.Clear();
#if UNITY_EDITOR
if (!Application.isPlaying)
DestroyOldRawImages();
#endif
foreach (CanvasRenderer canvasRenderer in canvasRenderers) {
SkeletonSubmeshGraphic submeshGraphic = canvasRenderer.GetComponent();
if (submeshGraphic == null) {
submeshGraphic = canvasRenderer.gameObject.AddComponent();
submeshGraphic.maskable = this.maskable;
submeshGraphic.raycastTarget = false;
}
submeshGraphics.Add(submeshGraphic);
}
}
protected virtual void AssignMeshAtRenderer (ExposedList workingSubmeshInstructions,
MeshRendererBuffers.SmartMesh currentSmartMesh) {
if (!allowMultipleCanvasRenderers) {
AssignMeshAtRenderer(currentSmartMesh.mesh);
} else {
AssignMeshesAtMultipleCanvasRenderers(
workingSubmeshInstructions.Count, this.meshes.Items);
}
}
protected virtual void AssignMeshAtRenderer (UnityEngine.Mesh mesh) {
if (assignMeshOverrideSingle != null)
assignMeshOverrideSingle(mesh, this.canvasRenderer.GetMaterial(), this.mainTexture);
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
if (assignAtCanvasRenderer)
canvasRenderer.SetMesh(mesh);
else
canvasRenderer.SetMesh(null);
if (assignAtCanvasRenderer)
canvasRenderer.SetTexture(usedTextures.Items[0]);
}
protected void AssignMeshesAtMultipleCanvasRenderers (
int numMeshes, UnityEngine.Mesh[] meshes) {
Material[] usedMaterials = rendererBuffers.sharedMaterials;
Texture[] usedTextureItems = usedTextures.Items;
bool assignAtCanvasRenderer = (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride);
for (int i = 0; i < numMeshes; i++) {
CanvasRenderer currentRenderer = canvasRenderers[i];
if (assignMeshOverrideSingle == null || !disableMeshAssignmentOnOverride)
currentRenderer.SetMesh(meshes[i]);
else
currentRenderer.SetMesh(null);
currentRenderer.materialCount = 1;
if (assignAtCanvasRenderer)
currentRenderer.SetMaterial(usedMaterials[i], usedTextureItems[i]);
}
if (assignMeshOverrideMultiple != null)
assignMeshOverrideMultiple(numMeshes, meshes, usedMaterials, usedTextureItems);
}
protected void ClearMeshAtRenderer () {
canvasRenderer.Clear();
for (int i = 0; i < canvasRenderers.Count; ++i)
canvasRenderers[i].Clear();
}
protected void SetMainRendererTexture (Texture texture) {
canvasRenderer.SetTexture(texture); // Refresh canvasRenderer's texture. Make sure it handles null.
}
#endregion Renderer Assignment
#region Separator Slots
public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
if (string.IsNullOrEmpty(startsWith)) return;
FindAndApplySeparatorSlots(
(slotName) => slotName.StartsWith(startsWith),
clearExistingSeparators,
updateStringArray
);
}
public void FindAndApplySeparatorSlots (System.Func slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false) {
if (slotNamePredicate == null) return;
if (!valid) return;
if (clearExistingSeparators)
separatorSlots.Clear();
ExposedList slots = skeleton.Slots;
foreach (Slot slot in slots) {
if (slotNamePredicate.Invoke(slot.Data.Name))
separatorSlots.Add(slot);
}
if (updateStringArray) {
List detectedSeparatorNames = new List();
foreach (Slot slot in skeleton.Slots) {
string slotName = slot.Data.Name;
if (slotNamePredicate.Invoke(slotName))
detectedSeparatorNames.Add(slotName);
}
if (!clearExistingSeparators) {
string[] originalNames = separatorSlotNames;
foreach (string originalName in originalNames)
detectedSeparatorNames.Add(originalName);
}
separatorSlotNames = detectedSeparatorNames.ToArray();
}
}
public void ReapplySeparatorSlotNames () {
if (!valid) return;
separatorSlots.Clear();
for (int i = 0, n = separatorSlotNames.Length; i < n; i++) {
Slot slot = skeleton.FindSlot(separatorSlotNames[i]);
if (slot != null) {
separatorSlots.Add(slot);
}
#if UNITY_EDITOR
else if (!string.IsNullOrEmpty(separatorSlotNames[i])) {
Debug.LogWarning(separatorSlotNames[i] + " is not a slot in " + skeletonDataAsset.skeletonJSON.name);
}
#endif
}
}
protected void EnsureSeparatorPartCount () {
#if UNITY_EDITOR
RemoveNullSeparatorParts();
#endif
int targetCount = separatorSlots.Count + 1;
if (targetCount == 1)
return;
#if UNITY_EDITOR
if (!ApplicationIsPlaying) {
for (int i = separatorParts.Count - 1; i >= 0; --i) {
if (separatorParts[i] == null) {
separatorParts.RemoveAt(i);
}
}
}
#endif
int currentCount = separatorParts.Count;
for (int i = currentCount; i < targetCount; ++i) {
GameObject go = new GameObject(string.Format("{0}[{1}]", SeparatorPartGameObjectName, i), typeof(RectTransform));
go.transform.SetParent(this.transform, false);
RectTransform dstTransform = go.transform.GetComponent();
dstTransform.localPosition = Vector3.zero;
dstTransform.pivot = rectTransform.pivot;
dstTransform.anchorMin = Vector2.zero;
dstTransform.anchorMax = Vector2.one;
dstTransform.sizeDelta = Vector2.zero;
separatorParts.Add(go.transform);
}
}
protected void UpdateSeparatorPartParents () {
int usedCount = separatorSlots.Count + 1;
if (usedCount == 1) {
usedCount = 0; // placed directly at the SkeletonGraphic parent
for (int i = 0; i < canvasRenderers.Count; ++i) {
CanvasRenderer canvasRenderer = canvasRenderers[i];
if (canvasRenderer.transform.parent.name.Contains(SeparatorPartGameObjectName)) {
canvasRenderer.transform.SetParent(this.transform, false);
canvasRenderer.transform.localPosition = Vector3.zero;
}
}
}
for (int i = 0; i < separatorParts.Count; ++i) {
bool isUsed = i < usedCount;
separatorParts[i].gameObject.SetActive(isUsed);
}
}
#if UNITY_EDITOR
private void RemoveNullSeparatorParts () {
if (!ApplicationIsPlaying) {
for (int i = separatorParts.Count - 1; i >= 0; --i) {
if (separatorParts[i] == null) {
separatorParts.RemoveAt(i);
}
}
}
}
#endif
#endregion Separator Slots
#region Material Configuration
protected virtual void UpdateUsedMaterialsForRenderers (ExposedList instructions) {
rendererBuffers.UpdateSharedMaterialsArray();
ConfigureMaterialsAndTextures(instructions);
materialsNeedUpdate = false;
}
protected virtual void ConfigureMaterialsAndTextures (ExposedList instructions) {
Material[] sharedMaterials = rendererBuffers.sharedMaterials;
Texture[] usedTextureItems = usedTextures.Items;
SubmeshInstruction[] instructionItems = instructions.Items;
if (sharedMaterials.Length > 0)
sharedMaterials[0] = material; // required as materialForRendering below calls GetModifiedMaterial().
Material modifiedRenderingMaterial = this.materialForRendering;
bool hasSlotOverrides = customSlotMaterials.Count > 0;
for (int i = 0, count = sharedMaterials.Length; i < count; ++i) {
Material instructionMaterial = instructionItems[i].material;
usedTextureItems[i] = instructionMaterial.mainTexture;
bool isExplicitSlotOverride = hasSlotOverrides && customSlotMaterials.ContainsValue(instructionMaterial);
sharedMaterials[i] = isExplicitSlotOverride ? instructionMaterial : modifiedRenderingMaterial;
}
BlendModeMaterials blendModeMaterials = skeletonDataAsset.blendModeMaterials;
bool hasBlendModeMaterials = blendModeMaterials.RequiresBlendModeMaterials;
bool hasMaterialOrTextureOverride = HasMaterialOrTextureOverride;
bool hasPMAAdditiveSlots = HasPMAAdditiveSlots(instructions);
MeshGenerator meshGenerator = meshGenerators.Items[0];
bool pmaVertexColors = meshGenerator.settings.pmaVertexColors;
#if HAS_CULL_TRANSPARENT_MESH
bool mainCullTransparentMesh = this.canvasRenderer.cullTransparentMesh;
#endif
if (hasMaterialOrTextureOverride || hasBlendModeMaterials || hasPMAAdditiveSlots) {
for (int i = 0, count = sharedMaterials.Length; i < count; ++i) {
Material instructionMaterial = instructionItems[i].material;
Texture originalTexture = instructionMaterial.mainTexture;
bool isSlotOverride = hasSlotOverrides && customSlotMaterials.ContainsValue(instructionMaterial);
if (hasMaterialOrTextureOverride && originalTexture != null) {
Material replacementMaterial;
Texture replacementTexture;
if (!isSlotOverride && customMaterialOverride.TryGetValue(originalTexture, out replacementMaterial))
sharedMaterials[i] = replacementMaterial;
if (customTextureOverride.TryGetValue(originalTexture, out replacementTexture) ||
customTextureOverride.TryGetValue(Texture2D.whiteTexture, out replacementTexture)) // white texture entry = replace-all
usedTextureItems[i] = replacementTexture;
}
if (!isSlotOverride && (hasBlendModeMaterials || hasPMAAdditiveSlots)) {
bool allowCullTransparentMesh = true;
Material blendModeMaterial = GetBlendModeMaterial(instructionItems[i], blendModeMaterials,
pmaVertexColors, ref allowCullTransparentMesh);
if (blendModeMaterial != null)
sharedMaterials[i] = blendModeMaterial;
#if HAS_CULL_TRANSPARENT_MESH
if (!UsesSingleSubmesh)
canvasRenderers[i].cullTransparentMesh = allowCullTransparentMesh ?
mainCullTransparentMesh : false;
#endif
}
}
}
if (!UsesSingleSubmesh) {
for (int i = 0, count = sharedMaterials.Length; i < count; ++i) {
sharedMaterials[i] = submeshGraphics[i].UpdateModifiedMaterial(sharedMaterials[i]);
}
} else {
canvasRenderer.SetMaterial(sharedMaterials.Length > 0 ? sharedMaterials[0] : material, usedTextures.Items[0]);
}
}
/// True if any element of the given instructions list has
/// set, false otherwise.
protected bool HasPMAAdditiveSlots (ExposedList instructions) {
SubmeshInstruction[] items = instructions.Items;
for (int i = 0, count = instructions.Count; i < count; ++i) {
if (items[i].hasPMAAdditiveSlot)
return true;
}
return false;
}
/// The respective blend mode material, or null if no blend mode material is required.
protected Material GetBlendModeMaterial (SubmeshInstruction instruction, BlendModeMaterials blendModeMaterials,
bool pmaVertexColors, ref bool allowCullTransparentMesh) {
BlendMode blendMode = blendModeMaterials.BlendModeForMaterial(instruction.material);
Material blendModeMaterial = null;
if (blendMode == BlendMode.Normal) {
if (instruction.hasPMAAdditiveSlot)
allowCullTransparentMesh = false;
} else if (blendMode == BlendMode.Additive) {
if (pmaVertexColors)
allowCullTransparentMesh = false;
if (additiveMaterial && (!pmaVertexColors || forceAdditiveMaterial))
blendModeMaterial = additiveMaterial;
} else if (blendMode == BlendMode.Multiply && multiplyMaterial)
blendModeMaterial = multiplyMaterial;
else if (blendMode == BlendMode.Screen && screenMaterial)
blendModeMaterial = screenMaterial;
return blendModeMaterial;
}
///
/// Fills the output parameter outMaterial with the respective
/// override material where it applies, or to originalMaterial
/// when no override is set.
/// True if any override for the given originalTexture
/// was found, false otherwise.
public bool GetOverrideMaterial (Texture originalTexture, Material originalMaterial,
out Material outMaterial) {
if (!customMaterialOverride.TryGetValue(originalTexture, out outMaterial)) {
outMaterial = originalMaterial;
return false;
}
return true;
}
public override Material GetModifiedMaterial (Material baseMaterial) {
if (!HasMaterialOverride || allowMultipleCanvasRenderers)
return base.GetModifiedMaterial(baseMaterial);
Material[] sharedMaterials = rendererBuffers.sharedMaterials;
if (sharedMaterials == null || sharedMaterials.Length == 0)
return base.GetModifiedMaterial(baseMaterial);
return base.GetModifiedMaterial(sharedMaterials[0]);
}
///
/// Fills the output parameter outTexture with the respective
/// override texture where it applies, or to originalTexture
/// when no override is set.
/// True if any override for the given originalTexture
/// was found, false otherwise.
public bool GetOverrideTexture (Texture originalTexture, out Texture outTexture) {
// Note below: white Texture entry = replace-all
if (!customTextureOverride.TryGetValue(originalTexture, out outTexture) &&
!customTextureOverride.TryGetValue(Texture2D.whiteTexture, out outTexture)) {
outTexture = originalTexture;
return false;
}
return true;
}
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
void HandleOnDemandLoading () {
foreach (AtlasAssetBase atlasAsset in skeletonDataAsset.atlasAssets) {
if (atlasAsset.TextureLoadingMode != AtlasAssetBase.LoadingMode.Normal) {
atlasAsset.BeginCustomTextureLoading();
Texture[] textureItems = usedTextures.Items;
for (int i = 0, count = usedTextures.Count; i < count; ++i) {
Texture loadedTexture = null;
atlasAsset.RequireTextureLoaded(textureItems[i], ref loadedTexture, null);
if (loadedTexture)
usedTextures.Items[i] = loadedTexture;
}
atlasAsset.EndCustomTextureLoading();
}
}
}
#endif
#endregion Material Configuration
#region Runtime Instantiation
/// Create a new GameObject with SkeletonGraphic and SkeletonAnimations components.
/// Material for the canvas renderer to use. Usually, the default SkeletonGraphic material
/// can be used.
public static SkeletonComponents NewSkeletonGraphicGameObject (
SkeletonDataAsset skeletonDataAsset, Transform parent, Material material, bool quiet = false) {
return NewSkeletonGraphicGameObject(skeletonDataAsset, parent, material, quiet);
}
/// Create a new GameObject with SkeletonGraphic and a Spine animation component.
/// Material for the canvas renderer to use. Usually, the default SkeletonGraphic material
/// can be used.
/// Animation should be SkeletonAnimation, SkeletonMecanim or any custom derived class.
public static SkeletonComponents NewSkeletonGraphicGameObject (
SkeletonDataAsset skeletonDataAsset, Transform parent, Material material, bool quiet = false)
where Animation : SkeletonAnimationBase {
SkeletonComponents components
= SkeletonGraphic.AddSkeletonGraphicAnimationComponents(
new GameObject("New Spine GameObject"), skeletonDataAsset, material, quiet);
if (parent != null) components.skeletonRenderer.transform.SetParent(parent, false);
return components;
}
/// Add a SkeletonGraphic component to a GameObject.
/// Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.
public static SkeletonGraphic AddSkeletonGraphicRenderingComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) {
SkeletonGraphic skeletonGraphic = gameObject.AddComponent();
if (skeletonDataAsset != null) {
skeletonGraphic.material = material;
skeletonGraphic.skeletonDataAsset = skeletonDataAsset;
skeletonGraphic.Initialize(false);
}
#if HAS_CULL_TRANSPARENT_MESH
CanvasRenderer canvasRenderer = gameObject.GetComponent();
if (canvasRenderer) canvasRenderer.cullTransparentMesh = false;
#endif
return skeletonGraphic;
}
/// Add SkeletonGraphic and a Spine animation component to a GameObject.
/// Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.
public static SkeletonComponents AddSkeletonGraphicAnimationComponents (
GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material, bool quiet = false) {
return AddSkeletonGraphicAnimationComponents(gameObject, skeletonDataAsset, material, quiet);
}
/// Add SkeletonGraphic and SkeletonAnimation components to a GameObject.
/// Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.
/// Animation should be SkeletonAnimation, SkeletonMecanim or any custom derived class.
public static SkeletonComponents AddSkeletonGraphicAnimationComponents (
GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material, bool quiet = false)
where Animation : SkeletonAnimationBase {
SkeletonGraphic skeletonGraphic = gameObject.AddComponent();
if (skeletonDataAsset != null) {
skeletonGraphic.material = material;
skeletonGraphic.skeletonDataAsset = skeletonDataAsset;
skeletonGraphic.Initialize(false, quiet);
}
Animation animationComponent = gameObject.AddComponent();
if (skeletonDataAsset != null) {
animationComponent.Initialize(false, quiet);
}
skeletonGraphic.Animation = animationComponent;
#if HAS_CULL_TRANSPARENT_MESH
CanvasRenderer canvasRenderer = gameObject.GetComponent();
if (canvasRenderer) canvasRenderer.cullTransparentMesh = false;
#endif
return new SkeletonComponents(skeletonGraphic, animationComponent);
}
#endregion Runtime Instantiation
#region Internal Methods
#if USE_THREADED_SKELETON_UPDATE
public virtual void MainThreadPrepareLateUpdateInternal () {
canvasReferencePixelsPerUnit = (canvas == null) ? 100 : canvas.referencePixelsPerUnit;
if (!valid) return;
if (updateMode != UpdateMode.FullUpdate && wasMeshUpdatedAfterInit) return;
if (NeedsMainThreadRendererPreparation)
PrepareInstructionsAndRenderers();
if (generateMeshOverride != null)
generateMeshOverride(currentInstructions);
}
#else
public virtual void MainThreadPrepareLateUpdateInternal () {
}
#endif
///
/// Generates a new UnityEngine.Mesh from the internal Skeleton.
public virtual void LateUpdateImplementation (bool calledFromMainThread = true) {
if (calledFromMainThread) {
#if UNITY_EDITOR
UpdateReferenceRectSizes();
if (!Application.isPlaying && requiresEditorUpdate) {
Initialize(true);
IssueEditorWarnings();
}
#endif
}
if (!valid) return;
// instantiation can happen from Update() after this component, leading to a missing Update() call.
if (calledFromMainThread && skeletonAnimation != null)
skeletonAnimation.UpdateOncePerFrame(0);
// Generate mesh once, required to update mesh bounds for visibility
if (updateMode != UpdateMode.FullUpdate && wasMeshUpdatedAfterInit) return;
if (calledFromMainThread && !NeedsToGenerateMesh) return;
UpdateMesh(calledFromMainThread);
}
#endregion Internal Methods
#region Editor Methods
#if UNITY_EDITOR
protected override void OnValidate () {
base.OnValidate();
requiresEditorUpdate = 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.");
}
protected void InitLayoutScaleParameters () {
previousLayoutScaleMode = layoutScaleMode;
}
protected void UpdateReferenceRectSizes () {
if (rectTransformSize == Vector2.zero)
rectTransformSize = GetCurrentRectSize();
HandleChangedEditReferenceRect();
if (layoutScaleMode != previousLayoutScaleMode) {
if (layoutScaleMode != LayoutMode.None) {
SetRectTransformSize(this, rectTransformSize);
} else {
rectTransformSize = referenceSize / referenceScale;
referenceScale = 1f;
SetRectTransformSize(this, rectTransformSize);
}
}
if (editReferenceRect || layoutScaleMode == LayoutMode.None)
referenceSize = GetCurrentRectSize();
previousLayoutScaleMode = layoutScaleMode;
}
protected void HandleChangedEditReferenceRect () {
if (editReferenceRect == previousEditReferenceRect) return;
previousEditReferenceRect = editReferenceRect;
if (editReferenceRect) {
rectTransformSize = GetCurrentRectSize();
ResetRectToReferenceRectSize();
} else {
SetRectTransformSize(this, rectTransformSize);
}
}
public void ResetRectToReferenceRectSize () {
referenceScale *= GetLayoutScale(previousLayoutScaleMode);
float referenceAspect = referenceSize.x / referenceSize.y;
Vector2 newSize = GetCurrentRectSize();
LayoutMode mode = GetEffectiveLayoutMode(previousLayoutScaleMode);
if (mode == LayoutMode.WidthControlsHeight)
newSize.y = newSize.x / referenceAspect;
else if (mode == LayoutMode.HeightControlsWidth)
newSize.x = newSize.y * referenceAspect;
SetRectTransformSize(this, newSize);
}
public Vector2 GetReferenceRectSize () {
return referenceSize * GetLayoutScale(layoutScaleMode);
}
public Vector2 GetPivotOffset () {
return pivotOffset;
}
public Vector2 GetScaledPivotOffset () {
return pivotOffset * GetLayoutScale(layoutScaleMode);
}
protected void IssueEditorWarnings () {
if (!allowMultipleCanvasRenderers &&
(skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1))
Debug.LogError(string.Format("'{0}': Unity UI does not support multiple textures per Renderer. " +
"Please enable 'Advanced - Multiple CanvasRenderers' to generate the required CanvasRenderer GameObjects. " +
"Otherwise your skeleton will not be rendered correctly.", this.name), this);
}
#endif
#endregion Editor Methods
#region Transfer of Deprecated Fields
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
// compatibility layer for new split animation component architecture,
// automatically transfer serialized attributes.
public void UpgradeTo43 () {
UpgradeTo43Components();
TransferDeprecatedFields();
}
protected void UpgradeTo43Components () {
if (gameObject.GetComponent() == null) {
gameObject.AddComponent();
EditorBridge.RequestMarkDirty(gameObject);
Debug.Log(string.Format("{0}: Auto-migrated old SkeletonGraphic component to split SkeletonAnimation + SkeletonGraphic components.",
gameObject.name), gameObject);
}
}
protected virtual void TransferDeprecatedFields () {
wasDeprecatedTransferred = true;
if (meshGeneratorDeprecated == null) return;
meshSettings = meshGeneratorDeprecated.settings;
Initialize(false);
skeletonAnimation.Initialize(false);
SkeletonAnimation skeletonAnimationComponent = skeletonAnimation as SkeletonAnimation;
if (skeletonAnimationComponent) {
skeletonAnimationComponent.AnimationName = startingAnimationDeprecated;
skeletonAnimationComponent.loop = startingLoopDeprecated;
skeletonAnimationComponent.timeScale = timeScaleDeprecated;
skeletonAnimationComponent.unscaledTime = unscaledTimeDeprecated;
}
}
[SerializeField] protected bool wasDeprecatedTransferred = false;
[FormerlySerializedAs("meshGenerator")] [SerializeField] private MeshGenerator meshGeneratorDeprecated;
[FormerlySerializedAs("startingAnimation")] [SerializeField] private string startingAnimationDeprecated;
[FormerlySerializedAs("startingLoop")] [SerializeField] private bool startingLoopDeprecated;
[FormerlySerializedAs("timeScale")] [SerializeField] private float timeScaleDeprecated = 1;
[FormerlySerializedAs("unscaledTime")] [SerializeField] private bool unscaledTimeDeprecated = false;
#endif // UNITY_EDITOR
#endregion Transfer of Deprecated Fields
#endregion Methods
}
}