三国卡牌客户端基础资源仓库
yyl
2025-05-07 28c068825ca4ed2b7017204d1fb3d613467db7cb
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, 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
 
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace Spine.Unity.Examples {
    using MaterialReplacement = RenderExistingMesh.MaterialReplacement;
 
#if NEW_PREFAB_SYSTEM
    [ExecuteAlways]
#else
    [ExecuteInEditMode]
#endif
    public class RenderExistingMeshGraphic : MonoBehaviour {
        public SkeletonGraphic referenceSkeletonGraphic;
        public Material replacementMaterial;
 
        public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
 
        SkeletonSubmeshGraphic ownGraphic;
        public List<SkeletonSubmeshGraphic> ownSubmeshGraphics;
 
#if UNITY_EDITOR
        private void Reset () {
            Awake();
            LateUpdate();
        }
#endif
 
        void Awake () {
            // subscribe to OnMeshAndMaterialsUpdated
            if (referenceSkeletonGraphic) {
                referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
                referenceSkeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
            }
 
            ownGraphic = this.GetComponent<SkeletonSubmeshGraphic>();
            if (referenceSkeletonGraphic) {
                if (referenceSkeletonGraphic.allowMultipleCanvasRenderers)
                    EnsureCanvasRendererCount(referenceSkeletonGraphic.canvasRenderers.Count);
                else
                    SetupSubmeshGraphic();
            }
        }
 
        protected void OnDisable () {
            if (referenceSkeletonGraphic) {
                referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
            }
        }
 
        protected void OnEnable () {
#if UNITY_EDITOR
            // handle disabled scene reload
            if (Application.isPlaying) {
                Awake();
                return;
            }
#endif
            if (referenceSkeletonGraphic) {
                referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
                referenceSkeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
            }
        }
 
        void SetupSubmeshGraphic () {
            if (ownGraphic == null)
                ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
 
            ownGraphic.maskable = referenceSkeletonGraphic.maskable;
#if HAS_CULL_TRANSPARENT_MESH
            ownGraphic.canvasRenderer.cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
#endif
            ownGraphic.canvasRenderer.SetMaterial(replacementMaterial, referenceSkeletonGraphic.mainTexture);
        }
 
        protected void EnsureCanvasRendererCount (int targetCount) {
            if (ownSubmeshGraphics == null)
                ownSubmeshGraphics = new List<SkeletonSubmeshGraphic>();
 
#if HAS_CULL_TRANSPARENT_MESH
            bool cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
#endif
            Vector2 pivot = referenceSkeletonGraphic.rectTransform.pivot;
 
            int currentCount = ownSubmeshGraphics.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<CanvasRenderer>();
#if HAS_CULL_TRANSPARENT_MESH
                canvasRenderer.cullTransparentMesh = cullTransparentMesh;
#endif
                SkeletonSubmeshGraphic submeshGraphic = go.AddComponent<SkeletonSubmeshGraphic>();
                ownSubmeshGraphics.Add(submeshGraphic);
                submeshGraphic.maskable = referenceSkeletonGraphic.maskable;
                submeshGraphic.raycastTarget = false;
                submeshGraphic.rectTransform.pivot = pivot;
                submeshGraphic.rectTransform.anchorMin = Vector2.zero;
                submeshGraphic.rectTransform.anchorMax = Vector2.one;
                submeshGraphic.rectTransform.sizeDelta = Vector2.zero;
            }
        }
 
        protected void UpdateCanvasRenderers () {
            Mesh[] referenceMeshes = referenceSkeletonGraphic.MeshesMultipleCanvasRenderers.Items;
            Material[] referenceMaterials = referenceSkeletonGraphic.MaterialsMultipleCanvasRenderers.Items;
            Texture[] referenceTextures = referenceSkeletonGraphic.TexturesMultipleCanvasRenderers.Items;
 
            int end = Math.Min(ownSubmeshGraphics.Count, referenceSkeletonGraphic.TexturesMultipleCanvasRenderers.Count);
 
            for (int i = 0; i < end; i++) {
                SkeletonSubmeshGraphic submeshGraphic = ownSubmeshGraphics[i];
                CanvasRenderer reference = referenceSkeletonGraphic.canvasRenderers[i];
 
                if (reference.gameObject.activeInHierarchy) {
                    Material usedMaterial = replacementMaterial != null ?
                        replacementMaterial : GetReplacementMaterialFor(referenceMaterials[i]);
                    if (usedMaterial == null)
                        usedMaterial = referenceMaterials[i];
                    usedMaterial = referenceSkeletonGraphic.GetModifiedMaterial(usedMaterial);
                    submeshGraphic.canvasRenderer.SetMaterial(usedMaterial, referenceTextures[i]);
                    submeshGraphic.canvasRenderer.SetMesh(referenceMeshes[i]);
                    submeshGraphic.gameObject.SetActive(true);
                } else {
                    submeshGraphic.canvasRenderer.Clear();
                    submeshGraphic.gameObject.SetActive(false);
                }
            }
        }
 
        protected void DisableCanvasRenderers () {
            for (int i = 0; i < ownSubmeshGraphics.Count; i++) {
                SkeletonSubmeshGraphic submeshGraphic = ownSubmeshGraphics[i];
                submeshGraphic.canvasRenderer.Clear();
                submeshGraphic.gameObject.SetActive(false);
            }
        }
 
        protected Material GetReplacementMaterialFor (Material originalMaterial) {
            for (int i = 0; i < replacementMaterials.Length; ++i) {
                MaterialReplacement entry = replacementMaterials[i];
                if (entry.originalMaterial != null && entry.originalMaterial.shader == originalMaterial.shader)
                    return entry.replacementMaterial;
            }
            return null;
        }
 
#if UNITY_EDITOR
        void LateUpdate () {
            if (!Application.isPlaying) {
                UpdateMesh();
            }
        }
#endif
 
        void UpdateOnCallback (SkeletonGraphic g) {
            UpdateMesh();
        }
 
        void UpdateMesh () {
            if (!referenceSkeletonGraphic) return;
 
            if (referenceSkeletonGraphic.allowMultipleCanvasRenderers) {
                EnsureCanvasRendererCount(referenceSkeletonGraphic.canvasRenderers.Count);
                UpdateCanvasRenderers();
                if (ownGraphic)
                    ownGraphic.canvasRenderer.Clear();
            } else {
                if (ownGraphic == null)
                    ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
 
                DisableCanvasRenderers();
 
                Material referenceMaterial = referenceSkeletonGraphic.materialForRendering;
                Material usedMaterial = replacementMaterial != null ? replacementMaterial : GetReplacementMaterialFor(referenceMaterial);
                if (usedMaterial == null)
                    usedMaterial = referenceMaterial;
                usedMaterial = referenceSkeletonGraphic.GetModifiedMaterial(usedMaterial);
                ownGraphic.canvasRenderer.SetMaterial(usedMaterial, referenceSkeletonGraphic.mainTexture);
                Mesh mesh = referenceSkeletonGraphic.GetLastMesh();
                ownGraphic.canvasRenderer.SetMesh(mesh);
            }
        }
    }
}