三国卡牌客户端基础资源仓库
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2025-09-15 552622e4f07e94d15d4955de57b6898be6a9982d
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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.
 *****************************************************************************/
 
#if UNITY_2017_2_OR_NEWER
#define HAS_VECTOR2INT
#endif
 
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
 
namespace Spine.Unity.Examples {
 
    /// <summary>
    /// When enabled, this component renders a skeleton to a RenderTexture and
    /// then draws this RenderTexture at a UI SkeletonSubmeshGraphic quad of the same size.
    /// This allows changing transparency at a single quad, which produces a more
    /// natural fadeout effect.
    /// Note: It is recommended to keep this component disabled as much as possible
    /// because of the additional rendering overhead. Only enable it when alpha blending is required.
    /// </summary>
    [RequireComponent(typeof(SkeletonGraphic))]
    public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
#if HAS_VECTOR2INT
        [System.Serializable]
        public struct TextureMaterialPair {
            public Texture texture;
            public Material material;
 
            public TextureMaterialPair (Texture texture, Material material) {
                this.texture = texture;
                this.material = material;
            }
        }
 
        public RectTransform customRenderRect;
        protected SkeletonGraphic skeletonGraphic;
        public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
        protected CanvasRenderer quadCanvasRenderer;
        protected SkeletonSubmeshGraphic quadMaskableGraphic;
        protected readonly Vector3[] worldCorners = new Vector3[4];
 
        public void ResetMeshRendererMaterials () {
            meshRendererMaterialForTexture.Clear();
            AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
            for (int i = 0; i < atlasAssets.Length; ++i) {
                foreach (Material material in atlasAssets[i].Materials) {
                    if (material.mainTexture != null) {
                        meshRendererMaterialForTexture.Add(
                            new TextureMaterialPair(material.mainTexture, material));
                    }
                }
            }
        }
 
        protected override void Awake () {
            base.Awake();
            skeletonGraphic = this.GetComponent<SkeletonGraphic>();
            if (targetCamera == null) {
                targetCamera = skeletonGraphic.canvas.worldCamera;
                if (targetCamera == null)
                    targetCamera = Camera.main;
            }
            CreateQuadChild();
        }
 
        void CreateQuadChild () {
            quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(SkeletonSubmeshGraphic));
            quad.transform.SetParent(this.transform.parent, false);
            quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
            quadMaskableGraphic = quad.GetComponent<SkeletonSubmeshGraphic>();
 
            quadMesh = new Mesh();
            quadMesh.MarkDynamic();
            quadMesh.name = "RenderTexture Quad";
            quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
 
            if (quadMaterial == null) {
                quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
                quadMaterial.EnableKeyword("_CANVAS_GROUP_COMPATIBLE");
            }
        }
 
        void Reset () {
            skeletonGraphic = this.GetComponent<SkeletonGraphic>();
            ResetMeshRendererMaterials();
#if UNITY_EDITOR
            string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
            if (assets.Length > 0) {
                string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
                quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
            }
#endif
        }
 
        void OnEnable () {
            skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
            skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
            skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
            skeletonGraphic.disableMeshAssignmentOnOverride = true;
            skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
            skeletonGraphic.OnAnimationRebuild += OnRebuild;
            List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
            for (int i = 0; i < canvasRenderers.Count; ++i)
                canvasRenderers[i].cull = true;
 
            if (quadCanvasRenderer)
                quadCanvasRenderer.gameObject.SetActive(true);
        }
 
        void OnDisable () {
            skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
            skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
            skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
            skeletonGraphic.disableMeshAssignmentOnOverride = false;
            skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
            skeletonGraphic.OnAnimationRebuild -= OnRebuild;
            List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
            for (int i = 0; i < canvasRenderers.Count; ++i)
                canvasRenderers[i].cull = false;
 
            if (quadCanvasRenderer)
                quadCanvasRenderer.gameObject.SetActive(false);
            if (renderTexture)
                RenderTexture.ReleaseTemporary(renderTexture);
            allocatedRenderTextureSize = Vector2Int.zero;
        }
 
        void PrepareQuad (SkeletonRendererInstruction instruction) {
            PrepareForMesh();
            SetupQuad();
        }
 
        void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
            AssignAtQuad();
        }
 
        void OnRebuild (ISkeletonAnimation skeletonGraphic) {
            ResetMeshRendererMaterials();
        }
 
        protected void PrepareForMesh () {
            // We need to get the min/max of all four corners, rotation of the skeleton
            // in combination with perspective projection otherwise might lead to incorrect
            // screen space min/max.
            RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
            rectTransform.GetWorldCorners(worldCorners);
 
            RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
            Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
            // note: world corners are ordered bottom left, top left, top right, bottom right.
            // This corresponds to 0, 3, 1, 2 in our desired order.
            if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
                screenCorner0 = worldCorners[0];
                screenCorner1 = worldCorners[3];
                screenCorner2 = worldCorners[1];
                screenCorner3 = worldCorners[2];
            } else {
                screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
                screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
                screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
                screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
            }
 
            // To avoid perspective distortion when rotated, we project all vertices
            // onto a plane parallel to the view frustum near plane.
            // Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
            float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
            screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
 
            if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
                worldCornerNoDistortion0 = screenCorner0;
                worldCornerNoDistortion1 = screenCorner1;
                worldCornerNoDistortion2 = screenCorner2;
                worldCornerNoDistortion3 = screenCorner3;
            } else {
                worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
                worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
                worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
                worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
            }
            Vector3 screenSpaceMin, screenSpaceMax;
            PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
                screenCorner0, screenCorner1, screenCorner2, screenCorner3);
            PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
        }
 
        protected Material MeshRendererMaterialForTexture (Texture texture) {
            return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
        }
 
        protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
            if (mesh.subMeshCount == 0) return;
            Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
            foreach (int shaderPass in shaderPasses)
                commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
            Graphics.ExecuteCommandBuffer(commandBuffer);
        }
 
        protected void RenderMultipleMeshesToRenderTexture (int meshCount,
            Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
 
            for (int i = 0; i < meshCount; ++i) {
                Mesh mesh = meshes[i];
                if (mesh.subMeshCount == 0) continue;
 
                Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
                foreach (int shaderPass in shaderPasses)
                    commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
            }
            Graphics.ExecuteCommandBuffer(commandBuffer);
        }
 
        protected void SetupQuad () {
            quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
            quadMaskableGraphic.color = color;
            quadCanvasRenderer.SetColor(color);
 
            RectTransform srcRectTransform = skeletonGraphic.rectTransform;
            RectTransform dstRectTransform = quadMaskableGraphic.rectTransform;
 
            dstRectTransform.anchorMin = srcRectTransform.anchorMin;
            dstRectTransform.anchorMax = srcRectTransform.anchorMax;
            dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
            dstRectTransform.pivot = srcRectTransform.pivot;
            dstRectTransform.localScale = srcRectTransform.localScale;
            dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
            dstRectTransform.rotation = srcRectTransform.rotation;
        }
 
        protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
            commandBuffer.Clear();
            commandBuffer.SetRenderTarget(renderTexture);
            commandBuffer.ClearRenderTarget(true, true, Color.clear);
 
            Vector2 targetViewportSize = new Vector2(
                screenSpaceMax.x - screenSpaceMin.x,
                screenSpaceMax.y - screenSpaceMin.y);
 
            RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
            if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
                Rect canvasRect = skeletonGraphic.canvas.pixelRect;
                canvasRect.x += screenSpaceMin.x;
                canvasRect.y += screenSpaceMin.y;
                canvasRect.width = targetViewportSize.x;
                canvasRect.height = targetViewportSize.y;
                Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
                    canvasRect.x, canvasRect.x + canvasRect.width,
                    canvasRect.y, canvasRect.y + canvasRect.height,
                    float.MinValue, float.MaxValue);
                commandBuffer.SetViewMatrix(Matrix4x4.identity);
                commandBuffer.SetProjectionMatrix(projectionMatrix);
            } else {
                commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
                Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
                    screenSpaceMin, screenSpaceMax, skeletonGraphic.canvas.pixelRect.size);
                commandBuffer.SetProjectionMatrix(projectionMatrix);
            }
            Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
            commandBuffer.SetViewport(viewportRect);
        }
 
        protected override void AssignMeshAtRenderer () {
            quadCanvasRenderer.SetMesh(quadMesh);
        }
#endif // HAS_VECTOR2INT
    }
}