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.
 *****************************************************************************/
 
// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
//#define SPINE_DEBUG
 
using System;
using System.Collections.Generic;
using UnityEngine;
 
namespace Spine.Unity {
    /// <summary>A double-buffered Mesh, and a shared material array, bundled for use by Spine components that need to push a Mesh and materials to a Unity MeshRenderer and MeshFilter.</summary>
    public class MeshRendererBuffers : IDisposable {
        DoubleBuffered<SmartMesh> doubleBufferedMesh;
        internal readonly ExposedList<Material> submeshMaterials = new ExposedList<Material>();
        internal Material[] sharedMaterials = new Material[0];
 
        public void Initialize () {
            if (doubleBufferedMesh != null) {
                doubleBufferedMesh.GetNext().Clear();
                doubleBufferedMesh.GetNext().Clear();
                submeshMaterials.Clear();
            } else {
                doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
            }
        }
 
        /// <summary>Returns a sharedMaterials array for use on a MeshRenderer.</summary>
        /// <returns></returns>
        public Material[] GetUpdatedSharedMaterialsArray () {
            if (submeshMaterials.Count == sharedMaterials.Length)
                submeshMaterials.CopyTo(sharedMaterials);
            else
                sharedMaterials = submeshMaterials.ToArray();
 
            return sharedMaterials;
        }
 
        /// <summary>Returns true if the materials were modified since the buffers were last updated.</summary>
        public bool MaterialsChangedInLastUpdate () {
            int newSubmeshMaterials = submeshMaterials.Count;
            Material[] sharedMaterials = this.sharedMaterials;
            if (newSubmeshMaterials != sharedMaterials.Length) return true;
 
            Material[] submeshMaterialsItems = submeshMaterials.Items;
            for (int i = 0; i < newSubmeshMaterials; i++)
                if (!Material.ReferenceEquals(submeshMaterialsItems[i], sharedMaterials[i])) return true; //if (submeshMaterialsItems[i].GetInstanceID() != sharedMaterials[i].GetInstanceID()) return true;
 
            return false;
        }
 
        /// <summary>Updates the internal shared materials array with the given instruction list.</summary>
        public void UpdateSharedMaterials (ExposedList<SubmeshInstruction> instructions) {
            int newSize = instructions.Count;
            { //submeshMaterials.Resize(instructions.Count);
                if (newSize > submeshMaterials.Items.Length)
                    Array.Resize(ref submeshMaterials.Items, newSize);
                submeshMaterials.Count = newSize;
            }
 
            Material[] submeshMaterialsItems = submeshMaterials.Items;
            SubmeshInstruction[] instructionsItems = instructions.Items;
            for (int i = 0; i < newSize; i++)
                submeshMaterialsItems[i] = instructionsItems[i].material;
        }
 
        public SmartMesh GetNextMesh () {
            return doubleBufferedMesh.GetNext();
        }
 
        public void Clear () {
            sharedMaterials = new Material[0];
            submeshMaterials.Clear();
        }
 
        public void Dispose () {
            if (doubleBufferedMesh == null) return;
            doubleBufferedMesh.GetNext().Dispose();
            doubleBufferedMesh.GetNext().Dispose();
            doubleBufferedMesh = null;
        }
 
        /// <summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
        public class SmartMesh : IDisposable {
            public Mesh mesh = SpineMesh.NewSkeletonMesh();
            public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
 
            public void Clear () {
                mesh.Clear();
                instructionUsed.Clear();
            }
 
            public void Dispose () {
                if (mesh != null) {
#if UNITY_EDITOR
                    if (Application.isEditor && !Application.isPlaying)
                        UnityEngine.Object.DestroyImmediate(mesh);
                    else
                        UnityEngine.Object.Destroy(mesh);
#else
                    UnityEngine.Object.Destroy(mesh);
#endif
                }
                mesh = null;
            }
        }
    }
}