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.
 *****************************************************************************/
 
#if UNITY_2018_1_OR_NEWER
#define HAS_BUILD_PROCESS_WITH_REPORT
#endif
 
#if UNITY_2021_2_OR_NEWER
#define HAS_BUILD_PLAYER_PROCESSOR
#endif
 
#if UNITY_2020_2_OR_NEWER
#define HAS_ON_POSTPROCESS_PREFAB
#endif
 
#if (UNITY_2020_3 && !(UNITY_2020_3_1 || UNITY_2020_3_2 || UNITY_2020_3_3 || UNITY_2020_3_4 || UNITY_2020_3_5 || UNITY_2020_3_6 || UNITY_2020_3_7 || UNITY_2020_3_8 || UNITY_2020_3_9 || UNITY_2020_3_10 || UNITY_2020_3_11 || UNITY_2020_3_12 || UNITY_2020_3_13 || UNITY_2020_3_14 || UNITY_2020_3_15))
#define UNITY_2020_3_16_OR_NEWER
#endif
#if (UNITY_2021_1 && !(UNITY_2021_1_1 || UNITY_2021_1_2 || UNITY_2021_1_3 || UNITY_2021_1_4 || UNITY_2021_1_5 || UNITY_2021_1_6 || UNITY_2021_1_7 || UNITY_2021_1_8 || UNITY_2021_1_9 || UNITY_2021_1_10 || UNITY_2021_1_11 || UNITY_2021_1_12 || UNITY_2021_1_13 || UNITY_2021_1_14 || UNITY_2021_1_15 || UNITY_2021_1_16))
#define UNITY_2021_1_17_OR_NEWER
#endif
 
#if UNITY_2020_3_16_OR_NEWER || UNITY_2021_1_17_OR_NEWER
#define HAS_SAVE_ASSET_IF_DIRTY
#endif
 
#define SPINE_OPTIONAL_ON_DEMAND_LOADING
 
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
#if HAS_BUILD_PROCESS_WITH_REPORT
using UnityEditor.Build.Reporting;
#endif
 
namespace Spine.Unity.Editor {
    public class SpineBuildProcessor {
        internal static bool isBuilding = false;
 
#if HAS_ON_POSTPROCESS_PREFAB
        static List<string> prefabsToRestore = new List<string>();
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
        static List<string> textureLoadersToRestore = new List<string>();
#endif
        static Dictionary<string, string> spriteAtlasTexturesToRestore = new Dictionary<string, string>();
 
        internal static void PreprocessBuild () {
            isBuilding = true;
#if HAS_ON_POSTPROCESS_PREFAB
            if (SpineEditorUtilities.Preferences.removePrefabPreviewMeshes)
                PreprocessSpinePrefabMeshes();
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
            PreprocessOnDemandTextureLoaders();
#endif
            PreprocessSpriteAtlases();
        }
 
        internal static void PostprocessBuild () {
            isBuilding = false;
#if HAS_ON_POSTPROCESS_PREFAB
            if (SpineEditorUtilities.Preferences.removePrefabPreviewMeshes)
                PostprocessSpinePrefabMeshes();
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
            PostprocessOnDemandTextureLoaders();
#endif
            PostprocessSpriteAtlases();
        }
 
#if HAS_ON_POSTPROCESS_PREFAB
        internal static void PreprocessSpinePrefabMeshes () {
            BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
            try {
                AssetDatabase.StartAssetEditing();
                prefabsToRestore.Clear();
                string[] prefabAssets = AssetDatabase.FindAssets("t:Prefab");
                foreach (string asset in prefabAssets) {
                    string assetPath = AssetDatabase.GUIDToAssetPath(asset);
                    if (!AssetUtility.AssetCanBeModified(assetPath)) continue;
 
                    GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
                    if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
#if HAS_SAVE_ASSET_IF_DIRTY
                        AssetDatabase.SaveAssetIfDirty(prefabGameObject);
#endif
                        prefabsToRestore.Add(assetPath);
                    }
                }
                EditorUtility.UnloadUnusedAssetsImmediate();
                AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
                if (prefabAssets.Length > 0)
                    AssetDatabase.SaveAssets();
#endif
            } finally {
                BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
            }
        }
 
        internal static void PostprocessSpinePrefabMeshes () {
            BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
            try {
                foreach (string assetPath in prefabsToRestore) {
                    GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
                    SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
#if HAS_SAVE_ASSET_IF_DIRTY
                    AssetDatabase.SaveAssetIfDirty(g);
#endif
                }
#if !HAS_SAVE_ASSET_IF_DIRTY
                if (prefabsToRestore.Count > 0)
                    AssetDatabase.SaveAssets();
#endif
                prefabsToRestore.Clear();
 
            } finally {
                BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
            }
        }
#endif
 
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
        internal static void PreprocessOnDemandTextureLoaders () {
            BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
            try {
                AssetDatabase.StartAssetEditing();
                textureLoadersToRestore.Clear();
                string[] loaderAssets = AssetDatabase.FindAssets("t:OnDemandTextureLoader");
                foreach (string loaderAsset in loaderAssets) {
                    string assetPath = AssetDatabase.GUIDToAssetPath(loaderAsset);
                    OnDemandTextureLoader loader = AssetDatabase.LoadAssetAtPath<OnDemandTextureLoader>(assetPath);
                    bool isLoaderUsed = loader.atlasAsset && loader.atlasAsset.OnDemandTextureLoader == loader &&
                        loader.atlasAsset.TextureLoadingMode == AtlasAssetBase.LoadingMode.OnDemand;
                    if (isLoaderUsed) {
                        IEnumerable<Material> modifiedMaterials;
                        textureLoadersToRestore.Add(assetPath);
                        loader.AssignPlaceholderTextures(out modifiedMaterials);
 
#if HAS_SAVE_ASSET_IF_DIRTY
                        foreach (Material material in modifiedMaterials) {
                            AssetDatabase.SaveAssetIfDirty(material);
                        }
#endif
                    }
                }
                EditorUtility.UnloadUnusedAssetsImmediate();
                AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
                if (textureLoadersToRestore.Count > 0)
                    AssetDatabase.SaveAssets();
#endif
            } finally {
                BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
            }
        }
 
        internal static void PostprocessOnDemandTextureLoaders () {
            BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
            try {
                foreach (string assetPath in textureLoadersToRestore) {
                    OnDemandTextureLoader loader = AssetDatabase.LoadAssetAtPath<OnDemandTextureLoader>(assetPath);
                    IEnumerable<Material> modifiedMaterials;
                    loader.AssignTargetTextures(out modifiedMaterials);
#if HAS_SAVE_ASSET_IF_DIRTY
                    foreach (Material material in modifiedMaterials) {
                        AssetDatabase.SaveAssetIfDirty(material);
                    }
#endif
                }
#if !HAS_SAVE_ASSET_IF_DIRTY
                if (textureLoadersToRestore.Count > 0)
                    AssetDatabase.SaveAssets();
#endif
                textureLoadersToRestore.Clear();
 
            } finally {
                BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
            }
        }
#endif
        internal static void PreprocessSpriteAtlases () {
            BuildUtilities.IsInSpriteAtlasBuildPreProcessing = true;
            try {
                AssetDatabase.StartAssetEditing();
                spriteAtlasTexturesToRestore.Clear();
                string[] spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
                foreach (string asset in spriteAtlasAssets) {
                    string assetPath = AssetDatabase.GUIDToAssetPath(asset);
                    if (!AssetUtility.AssetCanBeModified(assetPath)) continue;
 
                    SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
                    if (atlasAsset && atlasAsset.materials.Length > 0) {
                        spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
                        atlasAsset.materials[0].mainTexture = null;
                    }
#if HAS_SAVE_ASSET_IF_DIRTY
                    AssetDatabase.SaveAssetIfDirty(atlasAsset);
#endif
                }
                EditorUtility.UnloadUnusedAssetsImmediate();
                AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
                if (spriteAtlasAssets.Length > 0)
                    AssetDatabase.SaveAssets();
#endif
            } finally {
                BuildUtilities.IsInSpriteAtlasBuildPreProcessing = false;
            }
        }
 
        internal static void PostprocessSpriteAtlases () {
            BuildUtilities.IsInSpriteAtlasBuildPostProcessing = true;
            try {
                foreach (KeyValuePair<string, string> pair in spriteAtlasTexturesToRestore) {
                    string assetPath = pair.Key;
                    SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
                    if (atlasAsset && atlasAsset.materials.Length > 0) {
                        Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
                        atlasAsset.materials[0].mainTexture = atlasTexture;
                    }
#if HAS_SAVE_ASSET_IF_DIRTY
                    AssetDatabase.SaveAssetIfDirty(atlasAsset);
#endif
                }
#if !HAS_SAVE_ASSET_IF_DIRTY
                if (spriteAtlasTexturesToRestore.Count > 0)
                    AssetDatabase.SaveAssets();
#endif
                spriteAtlasTexturesToRestore.Clear();
            } finally {
                BuildUtilities.IsInSpriteAtlasBuildPostProcessing = false;
            }
        }
    }
 
#if HAS_BUILD_PLAYER_PROCESSOR
    /// <summary>
    /// Build Preprocessor for Unity 2021.2 and newer.
    /// Unfortunately BuildPlayerProcessors seem to be executed before IPreprocessBuildWithReport regardless of
    /// callbackOrder, thus requiring use of this base class to call pre-build hooks before Addressables or
    /// Asset Bundles are built.
    /// </summary>
    public class SpineBuildPreprocessor : UnityEditor.Build.BuildPlayerProcessor {
        public override int callbackOrder {
            get { return -2000; }
        }
 
        public override void PrepareForBuild (BuildPlayerContext buildPlayerContext) {
            SpineBuildProcessor.PreprocessBuild();
        }
    }
#elif HAS_BUILD_PROCESS_WITH_REPORT
    public class SpineBuildPreprocessor : IPreprocessBuildWithReport {
        public int callbackOrder {
            get { return -2000; }
        }
 
        void IPreprocessBuildWithReport.OnPreprocessBuild (BuildReport report) {
            SpineBuildProcessor.PreprocessBuild();
        }
    }
#else
    public class SpineBuildPreprocessor : IPreprocessBuild {
        public int callbackOrder {
            get { return -2000; }
        }
 
        void IPreprocessBuild.OnPreprocessBuild (BuildTarget target, string path) {
            SpineBuildProcessor.PreprocessBuild();
        }
    }
#endif
 
    public class SpineBuildPostprocessor :
#if HAS_BUILD_PROCESS_WITH_REPORT
        IPostprocessBuildWithReport
#else
        IPostprocessBuild
#endif
    {
        public int callbackOrder {
            get { return 2000; }
        }
 
 
#if HAS_BUILD_PROCESS_WITH_REPORT
        void IPostprocessBuildWithReport.OnPostprocessBuild (BuildReport report) {
            SpineBuildProcessor.PostprocessBuild();
        }
#else
        void IPostprocessBuild.OnPostprocessBuild (BuildTarget target, string path) {
            SpineBuildProcessor.PostprocessBuild();
        }
#endif
    }
}