三国卡牌客户端基础资源仓库
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2025-05-07 28c068825ca4ed2b7017204d1fb3d613467db7cb
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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.
 *****************************************************************************/
 
using UnityEngine;
 
namespace Spine.Unity {
    [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
    [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")]
    public class SkeletonPartsRenderer : MonoBehaviour {
 
        #region Properties
        MeshGenerator meshGenerator;
        public MeshGenerator MeshGenerator {
            get {
                LazyIntialize();
                return meshGenerator;
            }
        }
 
        MeshRenderer meshRenderer;
        public MeshRenderer MeshRenderer {
            get {
                LazyIntialize();
                return meshRenderer;
            }
        }
 
        MeshFilter meshFilter;
        public MeshFilter MeshFilter {
            get {
                LazyIntialize();
                return meshFilter;
            }
        }
        #endregion
 
        #region Callback Delegates
        public delegate void SkeletonPartsRendererDelegate (SkeletonPartsRenderer skeletonPartsRenderer);
 
        /// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
        /// all materials have been updated.</summary>
        public event SkeletonPartsRendererDelegate OnMeshAndMaterialsUpdated;
        #endregion
 
        MeshRendererBuffers buffers;
        SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
 
 
        void LazyIntialize () {
            if (buffers == null) {
                buffers = new MeshRendererBuffers();
                buffers.Initialize();
 
                if (meshGenerator != null) return;
                meshGenerator = new MeshGenerator();
                meshFilter = GetComponent<MeshFilter>();
                meshRenderer = GetComponent<MeshRenderer>();
                currentInstructions.Clear();
            }
        }
 
        void OnDestroy () {
            if (buffers != null) buffers.Dispose();
        }
 
        public void ClearMesh () {
            LazyIntialize();
            meshFilter.sharedMesh = null;
        }
 
        public void RenderParts (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
            LazyIntialize();
 
            // STEP 1: Create instruction
            MeshRendererBuffers.SmartMesh smartMesh = buffers.GetNextMesh();
            currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh);
            bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
 
            // STEP 2: Generate mesh buffers.
            SubmeshInstruction[] currentInstructionsSubmeshesItems = currentInstructions.submeshInstructions.Items;
            meshGenerator.Begin();
            if (currentInstructions.hasActiveClipping) {
                for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++)
                    meshGenerator.AddSubmesh(currentInstructionsSubmeshesItems[i], updateTriangles);
            } else {
                meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
            }
 
            buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions);
 
            // STEP 3: modify mesh.
            Mesh mesh = smartMesh.mesh;
 
            if (meshGenerator.VertexCount <= 0) { // Clear an empty mesh
                updateTriangles = false;
                mesh.Clear();
            } else {
                meshGenerator.FillVertexData(mesh);
                if (updateTriangles) {
                    meshGenerator.FillTriangles(mesh);
                    meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
                } else if (buffers.MaterialsChangedInLastUpdate()) {
                    meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
                }
                meshGenerator.FillLateVertexData(mesh);
            }
 
            meshFilter.sharedMesh = mesh;
            smartMesh.instructionUsed.Set(currentInstructions);
 
            if (OnMeshAndMaterialsUpdated != null)
                OnMeshAndMaterialsUpdated(this);
        }
 
        public void SetPropertyBlock (MaterialPropertyBlock block) {
            LazyIntialize();
            meshRenderer.SetPropertyBlock(block);
        }
 
        public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
            GameObject go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
            go.transform.SetParent(parent, false);
            SkeletonPartsRenderer returnComponent = go.AddComponent<SkeletonPartsRenderer>();
            returnComponent.MeshRenderer.sortingOrder = sortingOrder;
 
            return returnComponent;
        }
    }
}