三国卡牌客户端基础资源仓库
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3 天以前 cec146fc3fe287928e075c79ece20a20a9b16b20
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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.
 *****************************************************************************/
 
#pragma warning disable 0219
 
#define SPINE_SKELETONMECANIM
 
#if UNITY_2017_2_OR_NEWER
#define NEWPLAYMODECALLBACKS
#endif
 
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine;
 
namespace Spine.Unity.Editor {
 
    public partial class SpineEditorUtilities {
        public static class DataReloadHandler {
 
            internal static Dictionary<int, string> savedSkeletonDataAssetAtSKeletonGraphicID = new Dictionary<int, string>();
 
#if NEWPLAYMODECALLBACKS
            internal static void OnPlaymodeStateChanged (PlayModeStateChange stateChange) {
#else
            internal static void OnPlaymodeStateChanged () {
#endif
                ReloadAllActiveSkeletonsEditMode();
            }
 
            public static void ReloadAllActiveSkeletonsEditMode () {
                if (!Preferences.reloadAfterPlayMode) return;
                if (EditorApplication.isPaused) return;
                if (EditorApplication.isPlaying) return;
                if (EditorApplication.isCompiling) return;
                if (EditorApplication.isPlayingOrWillChangePlaymode) return;
 
                HashSet<SkeletonDataAsset> skeletonDataAssetsToReload = new HashSet<SkeletonDataAsset>();
 
                SkeletonRenderer[] activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
                foreach (SkeletonRenderer sr in activeSkeletonRenderers) {
                    SkeletonDataAsset skeletonDataAsset = sr.skeletonDataAsset;
                    if (skeletonDataAsset != null) skeletonDataAssetsToReload.Add(skeletonDataAsset);
                }
 
                // Under some circumstances (e.g. on first import) SkeletonGraphic objects
                // have their skeletonGraphic.skeletonDataAsset reference corrupted
                // by the instance of the ScriptableObject being destroyed but still assigned.
                // Here we save the skeletonGraphic.skeletonDataAsset asset path in order
                // to restore it later.
                SkeletonGraphic[] activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
                foreach (SkeletonGraphic skeletonGraphic in activeSkeletonGraphics) {
                    SkeletonDataAsset skeletonDataAsset = skeletonGraphic.skeletonDataAsset;
                    if (skeletonDataAsset != null) {
                        string assetPath = AssetDatabase.GetAssetPath(skeletonDataAsset);
                        int sgID = skeletonGraphic.GetInstanceID();
                        savedSkeletonDataAssetAtSKeletonGraphicID[sgID] = assetPath;
                        skeletonDataAssetsToReload.Add(skeletonDataAsset);
                    }
                }
 
                foreach (SkeletonDataAsset skeletonDataAsset in skeletonDataAssetsToReload) {
                    ReloadSkeletonDataAsset(skeletonDataAsset, false);
                }
 
                foreach (SkeletonRenderer skeletonRenderer in activeSkeletonRenderers)
                    skeletonRenderer.Initialize(true);
                foreach (SkeletonGraphic skeletonGraphic in activeSkeletonGraphics)
                    skeletonGraphic.Initialize(true);
            }
 
            public static void ReloadSceneSkeletonComponents (SkeletonDataAsset skeletonDataAsset) {
                if (EditorApplication.isPaused) return;
                if (EditorApplication.isPlaying) return;
                if (EditorApplication.isCompiling) return;
                if (EditorApplication.isPlayingOrWillChangePlaymode) return;
 
                SkeletonRenderer[] activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
                foreach (SkeletonRenderer renderer in activeSkeletonRenderers) {
                    if (renderer.isActiveAndEnabled && renderer.skeletonDataAsset == skeletonDataAsset) renderer.Initialize(true);
                }
 
                SkeletonGraphic[] activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
                foreach (SkeletonGraphic graphic in activeSkeletonGraphics) {
                    if (graphic.isActiveAndEnabled && graphic.skeletonDataAsset == skeletonDataAsset)
                        graphic.Initialize(true);
                }
            }
 
            public static void ClearAnimationReferenceAssets (SkeletonDataAsset skeletonDataAsset) {
                ForEachAnimationReferenceAsset(skeletonDataAsset, (referenceAsset) => referenceAsset.Clear());
            }
 
            public static void ReloadAnimationReferenceAssets (SkeletonDataAsset skeletonDataAsset) {
                ForEachAnimationReferenceAsset(skeletonDataAsset, (referenceAsset) => referenceAsset.Initialize());
            }
 
            private static void ForEachAnimationReferenceAsset (SkeletonDataAsset skeletonDataAsset,
                System.Action<AnimationReferenceAsset> func) {
 
                string[] guids = UnityEditor.AssetDatabase.FindAssets("t:AnimationReferenceAsset");
                foreach (string guid in guids) {
                    string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
                    if (!string.IsNullOrEmpty(path)) {
                        AnimationReferenceAsset referenceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationReferenceAsset>(path);
                        if (referenceAsset.SkeletonDataAsset == skeletonDataAsset)
                            func(referenceAsset);
                    }
                }
            }
        }
    }
}