三国卡牌客户端基础资源仓库
hch
2025-09-15 ea3ad185fcbccce1bd49d467de7186ac08edab24
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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_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
 
#if UNITY_2018_1_OR_NEWER
#define HAS_PROPERTY_BLOCK_QUERY
#endif
 
#define SPINE_OPTIONAL_RENDEROVERRIDE
 
using System.Collections.Generic;
using UnityEngine;
 
namespace Spine.Unity {
 
#if NEW_PREFAB_SYSTEM
    [ExecuteAlways]
#else
    [ExecuteInEditMode]
#endif
    [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")]
    public class SkeletonRenderSeparator : MonoBehaviour {
        public const int DefaultSortingOrderIncrement = 5;
 
        #region Inspector
        [SerializeField]
        protected SkeletonRenderer skeletonRenderer;
        public SkeletonRenderer SkeletonRenderer {
            get { return skeletonRenderer; }
            set {
#if SPINE_OPTIONAL_RENDEROVERRIDE
                if (skeletonRenderer != null)
                    skeletonRenderer.GenerateMeshOverride -= HandleRender;
#endif
 
                skeletonRenderer = value;
                if (value == null)
                    this.enabled = false;
            }
        }
 
        MeshRenderer mainMeshRenderer;
        public bool copyPropertyBlock = true;
        [Tooltip("Copies MeshRenderer flags into each parts renderer")]
        public bool copyMeshRendererFlags = true;
        public List<Spine.Unity.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
        [System.NonSerialized] public bool isVisible = true;
 
#if UNITY_EDITOR
        void Reset () {
            if (skeletonRenderer == null)
                skeletonRenderer = GetComponent<SkeletonRenderer>();
        }
#endif
        #endregion
 
        #region Callback Delegates
        /// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
        /// all materials have been updated.</summary>
        public event SkeletonRenderer.SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
        #endregion
 
        #region Runtime Instantiation
        /// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
        /// <returns>The to skeleton renderer.</returns>
        /// <param name="skeletonRenderer">The target SkeletonRenderer or SkeletonAnimation.</param>
        /// <param name="sortingLayerID">Sorting layer to be used for the parts renderers.</param>
        /// <param name="extraPartsRenderers">Number of additional SkeletonPartsRenderers on top of the ones determined by counting the number of separator slots.</param>
        /// <param name="sortingOrderIncrement">The integer to increment the sorting order per SkeletonPartsRenderer to separate them.</param>
        /// <param name="baseSortingOrder">The sorting order value of the first SkeletonPartsRenderer.</param>
        /// <param name="addMinimumPartsRenderers">If set to <c>true</c>, a minimum number of SkeletonPartsRenderer GameObjects (determined by separatorSlots.Count + 1) will be added.</param>
        public static SkeletonRenderSeparator AddToSkeletonRenderer (SkeletonRenderer skeletonRenderer, int sortingLayerID = 0, int extraPartsRenderers = 0, int sortingOrderIncrement = DefaultSortingOrderIncrement, int baseSortingOrder = 0, bool addMinimumPartsRenderers = true) {
            if (skeletonRenderer == null) {
                Debug.Log("Tried to add SkeletonRenderSeparator to a null SkeletonRenderer reference.");
                return null;
            }
 
            SkeletonRenderSeparator srs = skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
            srs.skeletonRenderer = skeletonRenderer;
 
            skeletonRenderer.Initialize(false);
            int count = extraPartsRenderers;
            if (addMinimumPartsRenderers)
                count = extraPartsRenderers + skeletonRenderer.separatorSlots.Count + 1;
 
            Transform skeletonRendererTransform = skeletonRenderer.transform;
            List<SkeletonPartsRenderer> componentRenderers = srs.partsRenderers;
 
            for (int i = 0; i < count; i++) {
                SkeletonPartsRenderer spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
                MeshRenderer mr = spr.MeshRenderer;
                mr.sortingLayerID = sortingLayerID;
                mr.sortingOrder = baseSortingOrder + (i * sortingOrderIncrement);
                componentRenderers.Add(spr);
            }
 
            srs.OnEnable();
 
#if UNITY_EDITOR
            // Make sure editor updates properly in edit mode.
            if (!Application.isPlaying) {
                skeletonRenderer.enabled = false;
                skeletonRenderer.enabled = true;
                skeletonRenderer.LateUpdateMesh();
            }
#endif
 
            return srs;
        }
 
        /// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
        public SkeletonPartsRenderer AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement, string name = null) {
            int sortingLayerID = 0;
            int sortingOrder = 0;
            if (partsRenderers.Count > 0) {
                SkeletonPartsRenderer previous = partsRenderers[partsRenderers.Count - 1];
                MeshRenderer previousMeshRenderer = previous.MeshRenderer;
                sortingLayerID = previousMeshRenderer.sortingLayerID;
                sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
            }
 
            if (string.IsNullOrEmpty(name))
                name = partsRenderers.Count.ToString();
 
            SkeletonPartsRenderer spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, name);
            partsRenderers.Add(spr);
 
            MeshRenderer mr = spr.MeshRenderer;
            mr.sortingLayerID = sortingLayerID;
            mr.sortingOrder = sortingOrder;
 
            return spr;
        }
        #endregion
 
        public void OnEnable () {
            if (skeletonRenderer == null) return;
            if (copiedBlock == null) copiedBlock = new MaterialPropertyBlock();
            mainMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
 
#if SPINE_OPTIONAL_RENDEROVERRIDE
            skeletonRenderer.GenerateMeshOverride -= HandleRender;
            skeletonRenderer.GenerateMeshOverride += HandleRender;
#endif
 
            if (copyMeshRendererFlags) {
                var lightProbeUsage = mainMeshRenderer.lightProbeUsage;
                bool receiveShadows = mainMeshRenderer.receiveShadows;
                var reflectionProbeUsage = mainMeshRenderer.reflectionProbeUsage;
                var shadowCastingMode = mainMeshRenderer.shadowCastingMode;
                var motionVectorGenerationMode = mainMeshRenderer.motionVectorGenerationMode;
                var probeAnchor = mainMeshRenderer.probeAnchor;
 
                for (int i = 0; i < partsRenderers.Count; i++) {
                    var currentRenderer = partsRenderers[i];
                    if (currentRenderer == null) continue; // skip null items.
 
                    var mr = currentRenderer.MeshRenderer;
                    mr.lightProbeUsage = lightProbeUsage;
                    mr.receiveShadows = receiveShadows;
                    mr.reflectionProbeUsage = reflectionProbeUsage;
                    mr.shadowCastingMode = shadowCastingMode;
                    mr.motionVectorGenerationMode = motionVectorGenerationMode;
                    mr.probeAnchor = probeAnchor;
                }
            }
 
            if (skeletonRenderer.updateWhenInvisible != UpdateMode.FullUpdate)
                skeletonRenderer.LateUpdateMesh();
        }
 
        public void Update () {
            UpdateVisibility();
        }
 
        public void OnDisable () {
            if (skeletonRenderer == null) return;
#if SPINE_OPTIONAL_RENDEROVERRIDE
            skeletonRenderer.GenerateMeshOverride -= HandleRender;
#endif
            skeletonRenderer.LateUpdateMesh();
            ClearPartsRendererMeshes();
        }
 
        public void UpdateVisibility () {
            foreach (SkeletonPartsRenderer partsRenderer in partsRenderers) {
                if (partsRenderer == null) continue;
 
                if (partsRenderer.MeshRenderer.isVisible) {
                    if (!isVisible) {
                        skeletonRenderer.OnBecameVisible();
                        isVisible = true;
                    }
                    return;
                }
            }
            if (isVisible) {
                isVisible = false;
                skeletonRenderer.OnBecameInvisible();
            }
        }
 
        MaterialPropertyBlock copiedBlock;
 
        void HandleRender (SkeletonRendererInstruction instruction) {
            int rendererCount = partsRenderers.Count;
            if (rendererCount <= 0) return;
 
#if HAS_PROPERTY_BLOCK_QUERY
            bool assignPropertyBlock = this.copyPropertyBlock && mainMeshRenderer.HasPropertyBlock();
#else
            bool assignPropertyBlock = this.copyPropertyBlock;
#endif
            if (assignPropertyBlock)
                mainMeshRenderer.GetPropertyBlock(copiedBlock);
 
            MeshGenerator.Settings settings = new MeshGenerator.Settings {
                addNormals = skeletonRenderer.addNormals,
                calculateTangents = skeletonRenderer.calculateTangents,
                immutableTriangles = false, // parts cannot do immutable triangles.
                pmaVertexColors = skeletonRenderer.pmaVertexColors,
                tintBlack = skeletonRenderer.tintBlack,
                useClipping = true,
                zSpacing = skeletonRenderer.zSpacing
            };
 
            ExposedList<SubmeshInstruction> submeshInstructions = instruction.submeshInstructions;
            SubmeshInstruction[] submeshInstructionsItems = submeshInstructions.Items;
            int lastSubmeshInstruction = submeshInstructions.Count - 1;
 
            int rendererIndex = 0;
            SkeletonPartsRenderer currentRenderer = partsRenderers[rendererIndex];
            for (int si = 0, start = 0; si <= lastSubmeshInstruction; si++) {
                if (currentRenderer == null)
                    continue;
                if (submeshInstructionsItems[si].forceSeparate || si == lastSubmeshInstruction) {
                    // Apply properties
                    MeshGenerator meshGenerator = currentRenderer.MeshGenerator;
                    meshGenerator.settings = settings;
 
                    if (assignPropertyBlock)
                        currentRenderer.SetPropertyBlock(copiedBlock);
                    // Render
                    currentRenderer.RenderParts(instruction.submeshInstructions, start, si + 1);
 
                    start = si + 1;
                    rendererIndex++;
                    if (rendererIndex < rendererCount) {
                        currentRenderer = partsRenderers[rendererIndex];
                    } else {
                        // Not enough renderers. Skip the rest of the instructions.
                        break;
                    }
                }
            }
 
            if (OnMeshAndMaterialsUpdated != null)
                OnMeshAndMaterialsUpdated(this.skeletonRenderer);
 
            // Clear extra renderers if they exist.
            for (; rendererIndex < rendererCount; rendererIndex++) {
                currentRenderer = partsRenderers[rendererIndex];
                if (currentRenderer != null)
                    partsRenderers[rendererIndex].ClearMesh();
            }
        }
 
        protected void ClearPartsRendererMeshes () {
            foreach (SkeletonPartsRenderer partsRenderer in partsRenderers) {
                if (partsRenderer != null)
                    partsRenderer.ClearMesh();
            }
        }
    }
}