孙广东 2016.3.18
将 spine 动画 转化为 Ugui 系统的 Graphics 元素:(Unity 5.3以上)
SkeletonGraphic.cs 代替官方的 SkeletonAnimation.cs 使用(对象/预制体上)
SkeletonGraphic.shader 代替 官方的 Spine/Skeleton shader 使用(赋值给材质上)
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using Spine;
[ExecuteInEditMode, RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
public class SkeletonGraphic : Graphic {
#region Inspector
[Header("Skeleton Renderer")]
public SkeletonDataAsset skeletonDataAsset;
[SpineSkin(dataField:"skeletonDataAsset")]
public string initialSkinName = "default";
[Header("Skeleton Animation")]
[SerializeField]
[SpineAnimation(dataField:"skeletonDataAsset")]
private string m_AnimationName;
public float timeScale = 1;
public bool loop;
#if UNITY_EDITOR
protected override void OnValidate () {
// This handles Scene View preview.
base.OnValidate ();
this.raycastTarget = false;
if (valid) {
if (skeletonDataAsset == null) {
Clear();
m_AnimationName = "";
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
Initialize();
m_AnimationName = "";
} else {
if (freeze) return;
skeleton.SetToSetupPose();
if (state == null) Debug.Log("state was null for some reason");
state.ClearTracks(); // Need this. Otherwise, it mixes between animations. It's hilarious.
state.SetAnimation(0, m_AnimationName, this.loop);
Update(0);
skeleton.UpdateWorldTransform();
this.material = sharedMaterials[0];
UpdateMesh();
}
} else {
if (skeletonDataAsset != null)
Initialize();
}
}
#endif
#endregion
#region Non-Inspector API
internal Skeleton skeleton;
public Skeleton Skeleton { // TODO: Add this to official
get {
if (skeleton == null) Initialize();
return skeleton;
}
}
internal Spine.AnimationState state;
public Spine.AnimationState State { // TODO: Add this to official
get {
if (state == null) Initialize();
return state;
}
}
#endregion
#region Advanced Settings
[Header("Advanced")]
public bool freeze = false;
public bool calculateNormals;
public bool calculateTangents;
public float zSpacing = 0;
public bool renderMeshes = true, immutableTriangles;
public bool frontFacing;
public bool logErrors = false;
#endregion
#region Internals
[System.NonSerialized]
public bool valid;
Mesh mesh1, mesh2;
bool useMesh1;
float[] tempVertices = new float[8];
Vector3[] vertices;
Color32[] colors;
Vector2[] uvs;
Material[] sharedMaterials = new Material[0];
readonly ExposedList submeshMaterials = new ExposedList();
readonly ExposedList submeshes = new ExposedList();
LastState lastState = new LastState();
#endregion
#region SkeletonAnimation
public delegate void SkeletonGraphicDelegate (SkeletonGraphic skeletonGraphic);
protected event SkeletonGraphicDelegate m_UpdateLocal;
protected event SkeletonGraphicDelegate m_UpdateWorld;
protected event SkeletonGraphicDelegate m_UpdateComplete;
public event SkeletonGraphicDelegate UpdateLocal { add { m_UpdateLocal += value; } remove { m_UpdateLocal -= value; } }
public event SkeletonGraphicDelegate UpdateWorld { add { m_UpdateWorld += value; } remove { m_UpdateWorld -= value; } }
public event SkeletonGraphicDelegate UpdateComplete { add { m_UpdateComplete += value; } remove { m_UpdateComplete -= value; } }
public string AnimationName {
get {
if (state == null) return null;
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
set {
if (m_AnimationName == value) return;
m_AnimationName = value;
if ( string.IsNullOrEmpty(value) )
state.ClearTrack (0);
else
state.SetAnimation(0, value, loop);
}
}
public virtual void Update () {
if (freeze) return;
Update(Time.deltaTime);
}
public virtual void Update (float deltaTime) {
if (!valid) return;
deltaTime *= timeScale;
skeleton.Update(deltaTime);
state.Update(deltaTime);
state.Apply(skeleton);
if (m_UpdateLocal != null) m_UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (m_UpdateWorld != null) {
m_UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (m_UpdateComplete != null) m_UpdateComplete(this);
}
#endregion
#region UI.Graphic
protected override void Awake () {
base.Awake ();
//Debug.Log("Awake");
if (!valid) {
Initialize();
Rebuild(CanvasUpdate.PreRender);
}
}
public override void Rebuild (CanvasUpdate update) {
if (canvasRenderer.cull) return;
//Debug.Log("Rebuild");
#if UNITY_EDITOR
if (Application.isEditor) Skeleton.UpdateWorldTransform();
#endif
if (update == CanvasUpdate.PreRender) UpdateMesh();
}
void LateUpdate () {
if (freeze) return;
UpdateMesh();
}
protected override void OnDestroy () {
base.OnDestroy ();
DestroyWorkingMeshes();
}
#endregion
#region SkeletonRenderer
void DestroyWorkingMeshes () {
//Debug.Log("Destroy Meshes.");
if (mesh1 != null) {
if (Application.isPlaying)
Destroy(mesh1);
else
DestroyImmediate(mesh1);
}
if (mesh2 != null) {
if (Application.isPlaying)
Destroy(mesh2);
else
DestroyImmediate(mesh2);
}
mesh1 = null;
mesh2 = null;
}
void Clear () {
//Debug.Log("Clear");
DestroyWorkingMeshes();
canvasRenderer.Clear();
lastState = new LastState();
useMesh1 = false;
vertices = null;
colors = null;
uvs = null;
sharedMaterials = new Material[0];
submeshMaterials.Clear();
submeshes.Clear();
// TODO: Check fix with a known repro case.
//lastState.forceUpdateMesh1 = true;
//lastState.forceUpdateMesh2 = true;
skeleton = null;
state = null; // SkeletonAnimation
valid = false;
}
protected override void Reset () {
//Debug.Log("Reset");
base.Reset ();
Initialize();
}
public virtual void Initialize () {
//Debug.Log("Initialize");
Clear();
if (!skeletonDataAsset) { if (logErrors) Debug.LogError("Missing SkeletonData asset.", this); return; }
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false); if (skeletonData == null) return;
valid = true;
mesh1 = NewMesh();
mesh2 = NewMesh();
vertices = new Vector3[0];
skeleton = new Skeleton(skeletonData);
if (!string.IsNullOrEmpty(initialSkinName) && initialSkinName != "default")
skeleton.SetSkin(initialSkinName);
UpdateMesh();
// SkeletonAnimation
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
if ( !string.IsNullOrEmpty(m_AnimationName) ) {
state.SetAnimation(0, m_AnimationName, loop);
Update (0);
}
}
protected static Mesh NewMesh () {
var mesh = new Mesh();
mesh.name = "Skeleton Mesh";
mesh.hideFlags = HideFlags.HideAndDontSave;
mesh.MarkDynamic();
return mesh;
}
public void UpdateMesh () {
//Debug.Log("UpdateMesh");
if (!valid) return;
float scale = canvas.referencePixelsPerUnit;
// Count vertices and submesh triangles.
int vertexCount = 0;
int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0;
Material lastMaterial = null;
ExposedList drawOrder = skeleton.drawOrder;
int drawOrderCount = drawOrder.Count;
bool renderMeshes = this.renderMeshes;
// Clear last state of attachments and submeshes
ExposedList attachmentsTriangleCountTemp = lastState.attachmentsTriangleCountTemp;
attachmentsTriangleCountTemp.GrowIfNeeded(drawOrderCount);
attachmentsTriangleCountTemp.Count = drawOrderCount;
ExposedList attachmentsFlipStateTemp = lastState.attachmentsFlipStateTemp;
attachmentsFlipStateTemp.GrowIfNeeded(drawOrderCount);
attachmentsFlipStateTemp.Count = drawOrderCount;
ExposedList addSubmeshArgumentsTemp = lastState.addSubmeshArgumentsTemp;
addSubmeshArgumentsTemp.Clear(false);
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrder.Items[i];
Bone bone = slot.bone;
Attachment attachment = slot.attachment;
object rendererObject;
int attachmentVertexCount, attachmentTriangleCount;
bool worldScaleXIsPositive = bone.worldScaleX >= 0f;
bool worldScaleYIsPositive = bone.worldScaleY >= 0f;
bool worldScaleIsSameSigns = (worldScaleXIsPositive && worldScaleYIsPositive) ||
(!worldScaleXIsPositive && !worldScaleYIsPositive);
bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) == worldScaleIsSameSigns);
attachmentsFlipStateTemp.Items[i] = flip;
attachmentsTriangleCountTemp.Items[i] = -1;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
rendererObject = regionAttachment.RendererObject;
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
} else {
if (!renderMeshes)
continue;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
rendererObject = meshAttachment.RendererObject;
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else {
var skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
if (skinnedMeshAttachment != null) {
rendererObject = skinnedMeshAttachment.RendererObject;
attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1;
attachmentTriangleCount = skinnedMeshAttachment.triangles.Length;
} else
continue;
}
}
// Populate submesh when material changes.
#if !SPINE_TK2D
var currentMaterial = (Material)((AtlasRegion)rendererObject).page.rendererObject;
#else
var currentMaterial = (rendererObject.GetType() == typeof(Material)) ? (Material)rendererObject : (Material)((AtlasRegion)rendererObject).page.rendererObject;
#endif
if ((lastMaterial != null && lastMaterial.GetInstanceID() != currentMaterial.GetInstanceID()) ) {
addSubmeshArgumentsTemp.Add(
new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, i, submeshTriangleCount, submeshFirstVertex, false)
);
submeshTriangleCount = 0;
submeshFirstVertex = vertexCount;
submeshStartSlotIndex = i;
}
lastMaterial = currentMaterial;
submeshTriangleCount += attachmentTriangleCount;
vertexCount += attachmentVertexCount;
attachmentsTriangleCountTemp.Items[i] = attachmentTriangleCount;
}
addSubmeshArgumentsTemp.Add(
new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true)
);
bool mustUpdateMeshStructure = CheckIfMustUpdateMeshStructure(attachmentsTriangleCountTemp, attachmentsFlipStateTemp, addSubmeshArgumentsTemp);
if (mustUpdateMeshStructure) {
submeshMaterials.Clear();
for (int i = 0, n = addSubmeshArgumentsTemp.Count; i < n; i++) {
LastState.AddSubmeshArguments arguments = addSubmeshArgumentsTemp.Items[i];
AddSubmesh(
arguments.material,
arguments.startSlot,
arguments.endSlot,
arguments.triangleCount,
arguments.firstVertex,
arguments.lastSubmesh,
attachmentsFlipStateTemp
);
}
// Set materials.
if (submeshMaterials.Count == sharedMaterials.Length)
submeshMaterials.CopyTo(sharedMaterials);
else
sharedMaterials = submeshMaterials.ToArray();
//meshRenderer.sharedMaterials = sharedMaterials;
this.material = sharedMaterials[0];
canvasRenderer.SetMaterial(sharedMaterials[0], (Texture)null);
}
// Ensure mesh data is the right size.
Vector3[] vertices = this.vertices;
bool newTriangles = vertexCount > vertices.Length;
if (newTriangles) {
// Not enough vertices, increase size.
this.vertices = vertices = new Vector3[vertexCount];
this.colors = new Color32[vertexCount];
this.uvs = new Vector2[vertexCount];
mesh1.Clear();
mesh2.Clear();
} else {
// Too many vertices, zero the extra.
Vector3 zero = Vector3.zero;
for (int i = vertexCount, n = lastState.vertexCount ; i < n; i++)
vertices[i] = zero;
}
lastState.vertexCount = vertexCount;
// Setup mesh.
float zSpacing = this.zSpacing;
float[] tempVertices = this.tempVertices;
Vector2[] uvs = this.uvs;
Color32[] colors = this.colors;
int vertexIndex = 0;
Color32 vertColor;
Color graphicColor = base.color;
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
// Mesh bounds
Vector3 meshBoundsMin;
meshBoundsMin.x = float.MaxValue;
meshBoundsMin.y = float.MaxValue;
meshBoundsMin.z = zSpacing > 0f ? 0f : zSpacing * (drawOrderCount - 1);
Vector3 meshBoundsMax;
meshBoundsMax.x = float.MinValue;
meshBoundsMax.y = float.MinValue;
meshBoundsMax.z = zSpacing < 0f ? 0f : zSpacing * (drawOrderCount - 1);
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrder.Items[i];
Attachment attachment = slot.attachment;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.ComputeWorldVertices(slot.bone, tempVertices);
float z = i * zSpacing;
vertices[vertexIndex].x = tempVertices[RegionAttachment.X1] * scale;
vertices[vertexIndex].y = tempVertices[RegionAttachment.Y1] * scale;
vertices[vertexIndex].z = z;
vertices[vertexIndex + 1].x = tempVertices[RegionAttachment.X4] * scale;
vertices[vertexIndex + 1].y = tempVertices[RegionAttachment.Y4] * scale;
vertices[vertexIndex + 1].z = z;
vertices[vertexIndex + 2].x = tempVertices[RegionAttachment.X2] * scale;
vertices[vertexIndex + 2].y = tempVertices[RegionAttachment.Y2] * scale;
vertices[vertexIndex + 2].z = z;
vertices[vertexIndex + 3].x = tempVertices[RegionAttachment.X3] * scale;
vertices[vertexIndex + 3].y = tempVertices[RegionAttachment.Y3] * scale;
vertices[vertexIndex + 3].z = z;
vertColor.a = (byte)(a * slot.a * regionAttachment.a * graphicColor.a);
vertColor.r = (byte)(r * slot.r * regionAttachment.r * graphicColor.r * vertColor.a);
vertColor.g = (byte)(g * slot.g * regionAttachment.g * graphicColor.g * vertColor.a);
vertColor.b = (byte)(b * slot.b * regionAttachment.b * graphicColor.b * vertColor.a);
if (slot.data.blendMode == BlendMode.additive) vertColor.a = 0;
colors[vertexIndex] = vertColor;
colors[vertexIndex + 1] = vertColor;
colors[vertexIndex + 2] = vertColor;
colors[vertexIndex + 3] = vertColor;
float[] regionUVs = regionAttachment.uvs;
uvs[vertexIndex].x = regionUVs[RegionAttachment.X1];
uvs[vertexIndex].y = regionUVs[RegionAttachment.Y1];
uvs[vertexIndex + 1].x = regionUVs[RegionAttachment.X4];
uvs[vertexIndex + 1].y = regionUVs[RegionAttachment.Y4];
uvs[vertexIndex + 2].x = regionUVs[RegionAttachment.X2];
uvs[vertexIndex + 2].y = regionUVs[RegionAttachment.Y2];
uvs[vertexIndex + 3].x = regionUVs[RegionAttachment.X3];
uvs[vertexIndex + 3].y = regionUVs[RegionAttachment.Y3];
// Calculate Bounds min/max X
if (tempVertices[RegionAttachment.X1] < meshBoundsMin.x)
meshBoundsMin.x = tempVertices[RegionAttachment.X1];
else if (tempVertices[RegionAttachment.X1] > meshBoundsMax.x)
meshBoundsMax.x = tempVertices[RegionAttachment.X1];
if (tempVertices[RegionAttachment.X2] < meshBoundsMin.x)
meshBoundsMin.x = tempVertices[RegionAttachment.X2];
else if (tempVertices[RegionAttachment.X2] > meshBoundsMax.x)
meshBoundsMax.x = tempVertices[RegionAttachment.X2];
if (tempVertices[RegionAttachment.X3] < meshBoundsMin.x)
meshBoundsMin.x = tempVertices[RegionAttachment.X3];
else if (tempVertices[RegionAttachment.X3] > meshBoundsMax.x)
meshBoundsMax.x = tempVertices[RegionAttachment.X3];
if (tempVertices[RegionAttachment.X4] < meshBoundsMin.x)
meshBoundsMin.x = tempVertices[RegionAttachment.X4];
else if (tempVertices[RegionAttachment.X4] > meshBoundsMax.x)
meshBoundsMax.x = tempVertices[RegionAttachment.X4];
// Calculate Bounds min/max Y
if (tempVertices[RegionAttachment.Y1] < meshBoundsMin.y)
meshBoundsMin.y = tempVertices[RegionAttachment.Y1];
else if (tempVertices[RegionAttachment.Y1] > meshBoundsMax.y)
meshBoundsMax.y = tempVertices[RegionAttachment.Y1];
if (tempVertices[RegionAttachment.Y2] < meshBoundsMin.y)
meshBoundsMin.y = tempVertices[RegionAttachment.Y2];
else if (tempVertices[RegionAttachment.Y2] > meshBoundsMax.y)
meshBoundsMax.y = tempVertices[RegionAttachment.Y2];
if (tempVertices[RegionAttachment.Y3] < meshBoundsMin.y)
meshBoundsMin.y = tempVertices[RegionAttachment.Y3];
else if (tempVertices[RegionAttachment.Y3] > meshBoundsMax.y)
meshBoundsMax.y = tempVertices[RegionAttachment.Y3];
if (tempVertices[RegionAttachment.Y4] < meshBoundsMin.y)
meshBoundsMin.y = tempVertices[RegionAttachment.Y4];
else if (tempVertices[RegionAttachment.Y4] > meshBoundsMax.y)
meshBoundsMax.y = tempVertices[RegionAttachment.Y4];
vertexIndex += 4;
} else {
if (!renderMeshes)
continue;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
int meshVertexCount = meshAttachment.vertices.Length;
if (tempVertices.Length < meshVertexCount)
this.tempVertices = tempVertices = new float[meshVertexCount];
meshAttachment.ComputeWorldVertices(slot, tempVertices);
vertColor.a = (byte)(a * slot.a * meshAttachment.a * graphicColor.a);
vertColor.r = (byte)(r * slot.r * meshAttachment.r * graphicColor.r * vertColor.a);
vertColor.g = (byte)(g * slot.g * meshAttachment.g * graphicColor.g * vertColor.a);
vertColor.b = (byte)(b * slot.b * meshAttachment.b * graphicColor.b * vertColor.a);
if (slot.data.blendMode == BlendMode.additive) vertColor.a = 0;
float[] meshUVs = meshAttachment.uvs;
float z = i * zSpacing;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
vertices[vertexIndex].x = tempVertices[ii] * scale;
vertices[vertexIndex].y = tempVertices[ii + 1] * scale;
vertices[vertexIndex].z = z;
colors[vertexIndex] = vertColor;
uvs[vertexIndex].x = meshUVs[ii];
uvs[vertexIndex].y = meshUVs[ii + 1];
// Calculate Bounds
if (tempVertices[ii] < meshBoundsMin.x)
meshBoundsMin.x = tempVertices[ii];
else if (tempVertices[ii] > meshBoundsMax.x)
meshBoundsMax.x = tempVertices[ii];
if (tempVertices[ii + 1]< meshBoundsMin.y)
meshBoundsMin.y = tempVertices[ii + 1];
else if (tempVertices[ii + 1] > meshBoundsMax.y)
meshBoundsMax.y = tempVertices[ii + 1];
}
} else {
var skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
if (skinnedMeshAttachment != null) {
int meshVertexCount = skinnedMeshAttachment.uvs.Length;
if (tempVertices.Length < meshVertexCount)
this.tempVertices = tempVertices = new float[meshVertexCount];
skinnedMeshAttachment.ComputeWorldVertices(slot, tempVertices);
vertColor.a = (byte)(a * slot.a * skinnedMeshAttachment.a * graphicColor.a);
vertColor.r = (byte)(r * slot.r * skinnedMeshAttachment.r * graphicColor.r * vertColor.a);
vertColor.g = (byte)(g * slot.g * skinnedMeshAttachment.g * graphicColor.g * vertColor.a);
vertColor.b = (byte)(b * slot.b * skinnedMeshAttachment.b * graphicColor.b * vertColor.a);
if (slot.data.blendMode == BlendMode.additive) vertColor.a = 0;
float[] meshUVs = skinnedMeshAttachment.uvs;
float z = i * zSpacing;
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
vertices[vertexIndex].x = tempVertices[ii] * scale;
vertices[vertexIndex].y = tempVertices[ii + 1] * scale;
vertices[vertexIndex].z = z;
colors[vertexIndex] = vertColor;
uvs[vertexIndex].x = meshUVs[ii];
uvs[vertexIndex].y = meshUVs[ii + 1];
// Calculate Bounds
if (tempVertices[ii] < meshBoundsMin.x)
meshBoundsMin.x = tempVertices[ii];
else if (tempVertices[ii] > meshBoundsMax.x)
meshBoundsMax.x = tempVertices[ii];
if (tempVertices[ii + 1]< meshBoundsMin.y)
meshBoundsMin.y = tempVertices[ii + 1];
else if (tempVertices[ii + 1] > meshBoundsMax.y)
meshBoundsMax.y = tempVertices[ii + 1];
}
}
}
}
}
// Double buffer mesh.
Mesh mesh = useMesh1 ? mesh1 : mesh2;
// Push data from buffers.
mesh.vertices = vertices;
mesh.colors32 = colors;
mesh.uv = uvs;
// Set Mesh bounds.
Vector3 meshBoundsExtents = (meshBoundsMax - meshBoundsMin) * scale; // scaled
Vector3 meshBoundsCenter = meshBoundsMin + meshBoundsExtents * 0.5f;
mesh.bounds = new Bounds(meshBoundsCenter, meshBoundsExtents);
//mesh.RecalculateBounds();
canvasRenderer.SetMesh(mesh);
//this.SetVerticesDirty();
if (mustUpdateMeshStructure) {
int submeshCount = submeshMaterials.Count;
mesh.subMeshCount = submeshCount;
for (int i = 0; i < submeshCount; ++i)
mesh.SetTriangles(submeshes.Items[i].triangles, i);
/*
* TODO: Check fix with a known repro case.
if (useMesh1)
lastState.forceUpdateMesh1 = false;
else
lastState.forceUpdateMesh2 = false;
*/
}
if (newTriangles && calculateNormals) {
var normals = new Vector3[vertexCount];
var normal = new Vector3(0, 0, -1);
for (int i = 0; i < vertexCount; i++)
normals[i] = normal;
(useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices.
mesh1.normals = normals;
mesh2.normals = normals;
if (calculateTangents) {
var tangents = new Vector4[vertexCount];
var tangent = new Vector3(0, 0, 1);
for (int i = 0; i < vertexCount; i++)
tangents[i] = tangent;
mesh1.tangents = tangents;
mesh2.tangents = tangents;
}
}
// Update previous state
ExposedList attachmentsTriangleCountCurrentMesh;
ExposedList attachmentsFlipStateCurrentMesh;
ExposedList addSubmeshArgumentsCurrentMesh;
if (useMesh1) {
attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1;
addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1;
attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1;
lastState.immutableTrianglesMesh1 = immutableTriangles;
} else {
attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2;
addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2;
attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2;
lastState.immutableTrianglesMesh2 = immutableTriangles;
}
attachmentsTriangleCountCurrentMesh.GrowIfNeeded(attachmentsTriangleCountTemp.Capacity);
attachmentsTriangleCountCurrentMesh.Count = attachmentsTriangleCountTemp.Count;
attachmentsTriangleCountTemp.CopyTo(attachmentsTriangleCountCurrentMesh.Items, 0);
attachmentsFlipStateCurrentMesh.GrowIfNeeded(attachmentsFlipStateTemp.Capacity);
attachmentsFlipStateCurrentMesh.Count = attachmentsFlipStateTemp.Count;
attachmentsFlipStateTemp.CopyTo(attachmentsFlipStateCurrentMesh.Items, 0);
addSubmeshArgumentsCurrentMesh.GrowIfNeeded(addSubmeshArgumentsTemp.Count);
addSubmeshArgumentsCurrentMesh.Count = addSubmeshArgumentsTemp.Count;
addSubmeshArgumentsTemp.CopyTo(addSubmeshArgumentsCurrentMesh.Items);
useMesh1 = !useMesh1;
}
protected bool CheckIfMustUpdateMeshStructure(ExposedList attachmentsTriangleCountTemp, ExposedList attachmentsFlipStateTemp, ExposedList addSubmeshArgumentsTemp) {
// Check if any mesh settings were changed
bool mustUpdateMeshStructure =
immutableTriangles != (useMesh1 ? lastState.immutableTrianglesMesh1 : lastState.immutableTrianglesMesh2);
#if UNITY_EDITOR
mustUpdateMeshStructure |= !Application.isPlaying;
#endif
// TODO: Check fix with a known repro case.
//mustUpdateMeshStructure |= (useMesh1 ? lastState.forceUpdateMesh1 : lastState.forceUpdateMesh2);
if (mustUpdateMeshStructure)
return true;
// Check if any attachments were enabled/disabled
// or submesh structures has changed
ExposedList attachmentsTriangleCountCurrentMesh;
ExposedList attachmentsFlipStateCurrentMesh;
ExposedList addSubmeshArgumentsCurrentMesh;
if (useMesh1) {
attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1;
addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1;
attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1;
} else {
attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2;
addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2;
attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2;
}
// Check attachments
int attachmentCount = attachmentsTriangleCountTemp.Count;
if (attachmentsTriangleCountCurrentMesh.Count != attachmentCount)
return true;
for (int i = 0; i < attachmentCount; i++) {
if (attachmentsTriangleCountCurrentMesh.Items[i] != attachmentsTriangleCountTemp.Items[i])
return true;
}
// Check flip state
for (int i = 0; i < attachmentCount; i++) {
if (attachmentsFlipStateCurrentMesh.Items[i] != attachmentsFlipStateTemp.Items[i])
return true;
}
// Check submeshes
int submeshCount = addSubmeshArgumentsTemp.Count;
if (addSubmeshArgumentsCurrentMesh.Count != submeshCount)
return true;
for (int i = 0; i < submeshCount; i++) {
if (!addSubmeshArgumentsCurrentMesh.Items[i].Equals(ref addSubmeshArgumentsTemp.Items[i]))
return true;
}
return false;
}
/** Stores vertices and triangles for a single material. */
void AddSubmesh (Material submeshMaterial, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh, ExposedList flipStates) {
int submeshIndex = submeshMaterials.Count;
submeshMaterials.Add(submeshMaterial);
if (submeshes.Count <= submeshIndex)
submeshes.Add(new Submesh());
else if (immutableTriangles)
return;
Submesh submesh = submeshes.Items[submeshIndex];
int[] triangles = submesh.triangles;
int trianglesCapacity = triangles.Length;
if (lastSubmesh && trianglesCapacity > triangleCount) {
// Last submesh may have more triangles than required, so zero triangles to the end.
for (int i = triangleCount; i < trianglesCapacity; i++)
triangles[i] = 0;
submesh.triangleCount = triangleCount;
} else if (trianglesCapacity != triangleCount) {
// Reallocate triangles when not the exact size needed.
submesh.triangles = triangles = new int[triangleCount];
submesh.triangleCount = 0;
}
if (!renderMeshes && !frontFacing) {
// Use stored triangles if possible.
if (submesh.firstVertex != firstVertex || submesh.triangleCount < triangleCount) {
submesh.triangleCount = triangleCount;
submesh.firstVertex = firstVertex;
int drawOrderIndex = 0;
for (int i = 0; i < triangleCount; i += 6, firstVertex += 4, drawOrderIndex++) {
triangles[i] = firstVertex;
triangles[i + 1] = firstVertex + 2;
triangles[i + 2] = firstVertex + 1;
triangles[i + 3] = firstVertex + 2;
triangles[i + 4] = firstVertex + 3;
triangles[i + 5] = firstVertex + 1;
}
}
return;
}
// Store triangles.
ExposedList drawOrder = skeleton.DrawOrder;
for (int i = startSlot, triangleIndex = 0; i < endSlot; i++) {
Slot slot = drawOrder.Items[i];
Attachment attachment = slot.attachment;
bool flip = flipStates.Items[i];
if (attachment is RegionAttachment) {
if (!flip) {
triangles[triangleIndex] = firstVertex;
triangles[triangleIndex + 1] = firstVertex + 2;
triangles[triangleIndex + 2] = firstVertex + 1;
triangles[triangleIndex + 3] = firstVertex + 2;
triangles[triangleIndex + 4] = firstVertex + 3;
triangles[triangleIndex + 5] = firstVertex + 1;
} else {
triangles[triangleIndex] = firstVertex + 1;
triangles[triangleIndex + 1] = firstVertex + 2;
triangles[triangleIndex + 2] = firstVertex;
triangles[triangleIndex + 3] = firstVertex + 1;
triangles[triangleIndex + 4] = firstVertex + 3;
triangles[triangleIndex + 5] = firstVertex + 2;
}
triangleIndex += 6;
firstVertex += 4;
continue;
}
int[] attachmentTriangles;
int attachmentVertexCount;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangles = meshAttachment.triangles;
} else {
var skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
if (skinnedMeshAttachment != null) {
attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1;
attachmentTriangles = skinnedMeshAttachment.triangles;
} else
continue;
}
if (flip) {
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii += 3, triangleIndex += 3) {
triangles[triangleIndex + 2] = firstVertex + attachmentTriangles[ii];
triangles[triangleIndex + 1] = firstVertex + attachmentTriangles[ii + 1];
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii + 2];
}
} else {
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++) {
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
}
}
firstVertex += attachmentVertexCount;
}
}
public class LastState {
public bool immutableTrianglesMesh1;
public bool immutableTrianglesMesh2;
//public bool forceUpdateMesh1, forceUpdateMesh2; // TODO: Check fix with a known repro case.
public int vertexCount;
public readonly ExposedList attachmentsFlipStateTemp = new ExposedList();
public readonly ExposedList attachmentsFlipStateMesh1 = new ExposedList();
public readonly ExposedList attachmentsFlipStateMesh2 = new ExposedList();
public readonly ExposedList attachmentsTriangleCountTemp = new ExposedList();
public readonly ExposedList attachmentsTriangleCountMesh1 = new ExposedList();
public readonly ExposedList attachmentsTriangleCountMesh2 = new ExposedList();
public readonly ExposedList addSubmeshArgumentsTemp = new ExposedList();
public readonly ExposedList addSubmeshArgumentsMesh1 = new ExposedList();
public readonly ExposedList addSubmeshArgumentsMesh2 = new ExposedList();
public struct AddSubmeshArguments {
public Material material;
public int startSlot;
public int endSlot;
public int triangleCount;
public int firstVertex;
public bool lastSubmesh;
public AddSubmeshArguments(Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
this.material = material;
this.startSlot = startSlot;
this.endSlot = endSlot;
this.triangleCount = triangleCount;
this.firstVertex = firstVertex;
this.lastSubmesh = lastSubmesh;
}
public bool Equals (ref AddSubmeshArguments other) {
return
!ReferenceEquals(material, null) &&
!ReferenceEquals(other.material, null) &&
material.GetInstanceID() == other.material.GetInstanceID() &&
startSlot == other.startSlot &&
endSlot == other.endSlot &&
triangleCount == other.triangleCount &&
firstVertex == other.firstVertex;
}
}
}
#endregion
}
Shader "Spine/SkeletonGraphic" {
Properties {
_MainTex ("Main Texture", 2D) = "black" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref 1
Comp Equal
}
Pass {
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex] {
Combine texture * primary
}
}
}
}
完全跟 UI 元素一样, UIMask 是起到作用的等
使用:World Space
Screen Space -Camera
Screen Space -OVerlay