/******************************************************************************
|
* 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);
|
}
|
}
|
}
|
}
|
}
|
}
|