83 lines
3.1 KiB
C#
83 lines
3.1 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, 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_2021_1_OR_NEWER
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#define HAS_LIST_POOL
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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#if HAS_LIST_POOL
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using UnityEngine.Pool;
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#endif
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using UnityEngine.UI;
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namespace Spine.Unity {
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/// <summary>
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/// A minimal MaskableGraphic subclass for rendering multiple submeshes
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/// at a <see cref="SkeletonGraphic"/>.
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/// </summary>
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[RequireComponent(typeof(CanvasRenderer))]
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public class SkeletonSubmeshGraphic : MaskableGraphic {
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public override void SetMaterialDirty () { }
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public override void SetVerticesDirty () { }
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protected override void OnPopulateMesh (VertexHelper vh) {
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vh.Clear();
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}
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protected override void OnDisable () {
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base.OnDisable();
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this.canvasRenderer.cull = true;
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}
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protected override void OnEnable () {
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base.OnEnable();
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this.canvasRenderer.cull = false;
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}
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#if HAS_LIST_POOL
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public Material UpdateModifiedMaterial (Material baseMaterial) {
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List<IMaterialModifier> modifierComponents = ListPool<IMaterialModifier>.Get();
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GetComponents<IMaterialModifier>(modifierComponents);
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Material currentMaterial = baseMaterial;
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for (int i = 0; i < modifierComponents.Count; i++)
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currentMaterial = modifierComponents[i].GetModifiedMaterial(currentMaterial);
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ListPool<IMaterialModifier>.Release(modifierComponents);
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return currentMaterial;
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}
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#else
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public Material UpdateModifiedMaterial (Material baseMaterial) {
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return GetModifiedMaterial(baseMaterial);
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}
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#endif
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}
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}
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