/******************************************************************************
|
* 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
|
|
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
#define NEW_PREFAB_SYSTEM
|
#endif
|
|
#if UNITY_2018 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
#define NEWHIERARCHYWINDOWCALLBACKS
|
#endif
|
|
#if UNITY_2017_1_OR_NEWER
|
#define BUILT_IN_SPRITE_MASK_COMPONENT
|
#endif
|
|
#if BUILT_IN_SPRITE_MASK_COMPONENT
|
|
using System.Collections.Generic;
|
using System.IO;
|
using System.Linq;
|
using System.Reflection;
|
using System.Text;
|
using UnityEditor;
|
using UnityEngine;
|
|
namespace Spine.Unity.Editor {
|
|
public class SpineMaskUtilities {
|
|
private const string MATERIAL_FILENAME_SUFFIX_INSIDE_MASK = "_InsideMask";
|
private const string MATERIAL_FILENAME_SUFFIX_OUTSIDE_MASK = "_OutsideMask";
|
|
public static void EditorAssignSpriteMaskMaterials (SkeletonRenderer skeleton) {
|
SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials = skeleton.maskMaterials;
|
SpriteMaskInteraction maskInteraction = skeleton.maskInteraction;
|
MeshRenderer meshRenderer = skeleton.GetComponent<MeshRenderer>();
|
|
if (maskMaterials.materialsMaskDisabled.Length > 0 && maskMaterials.materialsMaskDisabled[0] != null &&
|
maskInteraction == SpriteMaskInteraction.None) {
|
meshRenderer.materials = maskMaterials.materialsMaskDisabled;
|
} else if (maskInteraction == SpriteMaskInteraction.VisibleInsideMask) {
|
if (maskMaterials.materialsInsideMask.Length == 0 || maskMaterials.materialsInsideMask[0] == null)
|
EditorInitSpriteMaskMaterialsInsideMask(skeleton);
|
meshRenderer.materials = maskMaterials.materialsInsideMask;
|
} else if (maskInteraction == SpriteMaskInteraction.VisibleOutsideMask) {
|
if (maskMaterials.materialsOutsideMask.Length == 0 || maskMaterials.materialsOutsideMask[0] == null)
|
EditorInitSpriteMaskMaterialsOutsideMask(skeleton);
|
meshRenderer.materials = maskMaterials.materialsOutsideMask;
|
}
|
}
|
|
public static bool AreMaskMaterialsMissing (SkeletonRenderer skeleton) {
|
SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials = skeleton.maskMaterials;
|
SpriteMaskInteraction maskInteraction = skeleton.maskInteraction;
|
|
if (maskInteraction == SpriteMaskInteraction.VisibleInsideMask) {
|
return (maskMaterials.materialsInsideMask.Length == 0 || maskMaterials.materialsInsideMask[0] == null);
|
} else if (maskInteraction == SpriteMaskInteraction.VisibleOutsideMask) {
|
return (maskMaterials.materialsOutsideMask.Length == 0 || maskMaterials.materialsOutsideMask[0] == null);
|
}
|
return false;
|
}
|
|
public static void EditorInitMaskMaterials (SkeletonRenderer skeleton, SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials, SpriteMaskInteraction maskType) {
|
if (maskType == SpriteMaskInteraction.None) {
|
EditorConfirmDisabledMaskMaterialsInit(skeleton);
|
} else if (maskType == SpriteMaskInteraction.VisibleInsideMask) {
|
EditorInitSpriteMaskMaterialsInsideMask(skeleton);
|
} else if (maskType == SpriteMaskInteraction.VisibleOutsideMask) {
|
EditorInitSpriteMaskMaterialsOutsideMask(skeleton);
|
}
|
}
|
|
public static void EditorDeleteMaskMaterials (SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials, SpriteMaskInteraction maskType) {
|
Material[] targetMaterials;
|
if (maskType == SpriteMaskInteraction.VisibleInsideMask) {
|
targetMaterials = maskMaterials.materialsInsideMask;
|
} else if (maskType == SpriteMaskInteraction.VisibleOutsideMask) {
|
targetMaterials = maskMaterials.materialsOutsideMask;
|
} else {
|
Debug.LogWarning("EditorDeleteMaskMaterials: Normal materials are kept as a reference and shall never be deleted.");
|
return;
|
}
|
|
for (int i = 0; i < targetMaterials.Length; ++i) {
|
Material material = targetMaterials[i];
|
if (material != null) {
|
string materialPath = UnityEditor.AssetDatabase.GetAssetPath(material);
|
UnityEditor.AssetDatabase.DeleteAsset(materialPath);
|
Debug.Log(string.Concat("Deleted material '", materialPath, "'"));
|
}
|
}
|
|
if (maskType == SpriteMaskInteraction.VisibleInsideMask) {
|
maskMaterials.materialsInsideMask = new Material[0];
|
} else if (maskType == SpriteMaskInteraction.VisibleOutsideMask) {
|
maskMaterials.materialsOutsideMask = new Material[0];
|
}
|
}
|
|
private static void EditorInitSpriteMaskMaterialsInsideMask (SkeletonRenderer skeleton) {
|
SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials = skeleton.maskMaterials;
|
EditorInitSpriteMaskMaterialsForMaskType(skeleton, SkeletonRenderer.STENCIL_COMP_MASKINTERACTION_VISIBLE_INSIDE,
|
ref maskMaterials.materialsInsideMask);
|
}
|
|
private static void EditorInitSpriteMaskMaterialsOutsideMask (SkeletonRenderer skeleton) {
|
SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials = skeleton.maskMaterials;
|
EditorInitSpriteMaskMaterialsForMaskType(skeleton, SkeletonRenderer.STENCIL_COMP_MASKINTERACTION_VISIBLE_OUTSIDE,
|
ref maskMaterials.materialsOutsideMask);
|
}
|
|
private static void EditorInitSpriteMaskMaterialsForMaskType (SkeletonRenderer skeleton, UnityEngine.Rendering.CompareFunction maskFunction,
|
ref Material[] materialsToFill) {
|
if (!EditorConfirmDisabledMaskMaterialsInit(skeleton))
|
return;
|
|
SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials = skeleton.maskMaterials;
|
Material[] originalMaterials = maskMaterials.materialsMaskDisabled;
|
materialsToFill = new Material[originalMaterials.Length];
|
for (int i = 0; i < originalMaterials.Length; i++) {
|
Material newMaterial = null;
|
|
if (!Application.isPlaying) {
|
newMaterial = EditorCreateOrLoadMaskMaterialAsset(maskMaterials, maskFunction, originalMaterials[i]);
|
}
|
if (newMaterial == null) {
|
newMaterial = new Material(originalMaterials[i]);
|
newMaterial.SetFloat(SkeletonRenderer.STENCIL_COMP_PARAM_ID, (int)maskFunction);
|
}
|
materialsToFill[i] = newMaterial;
|
}
|
}
|
|
private static bool EditorConfirmDisabledMaskMaterialsInit (SkeletonRenderer skeleton) {
|
SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials = skeleton.maskMaterials;
|
if (maskMaterials.materialsMaskDisabled.Length > 0 && maskMaterials.materialsMaskDisabled[0] != null) {
|
return true;
|
}
|
|
MeshRenderer meshRenderer = skeleton.GetComponent<MeshRenderer>();
|
Material[] currentMaterials = meshRenderer.sharedMaterials;
|
|
if (currentMaterials.Length == 0 || currentMaterials[0] == null) {
|
// Note: if no attachments are visible, no materials are set. This is a valid state.
|
return false;
|
}
|
|
// We have to be sure that there has not been a recompilation or similar events that led to
|
// inside- or outside-mask materials being assigned to meshRenderer.sharedMaterials.
|
string firstMaterialPath = UnityEditor.AssetDatabase.GetAssetPath(currentMaterials[0]);
|
if (firstMaterialPath.Contains(MATERIAL_FILENAME_SUFFIX_INSIDE_MASK) ||
|
firstMaterialPath.Contains(MATERIAL_FILENAME_SUFFIX_OUTSIDE_MASK)) {
|
|
maskMaterials.materialsMaskDisabled = new Material[currentMaterials.Length];
|
for (int i = 0; i < currentMaterials.Length; ++i) {
|
string path = UnityEditor.AssetDatabase.GetAssetPath(currentMaterials[i]);
|
string correctPath = null;
|
if (path.Contains(MATERIAL_FILENAME_SUFFIX_INSIDE_MASK)) {
|
correctPath = path.Replace(MATERIAL_FILENAME_SUFFIX_INSIDE_MASK, "");
|
} else if (path.Contains(MATERIAL_FILENAME_SUFFIX_OUTSIDE_MASK)) {
|
correctPath = path.Replace(MATERIAL_FILENAME_SUFFIX_OUTSIDE_MASK, "");
|
}
|
|
if (correctPath != null) {
|
Material material = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(correctPath);
|
if (material == null)
|
Debug.LogWarning("No original ignore-mask material found for path " + correctPath);
|
maskMaterials.materialsMaskDisabled[i] = material;
|
}
|
}
|
} else {
|
maskMaterials.materialsMaskDisabled = currentMaterials;
|
}
|
return true;
|
}
|
|
public static Material EditorCreateOrLoadMaskMaterialAsset (SkeletonRenderer.SpriteMaskInteractionMaterials maskMaterials,
|
UnityEngine.Rendering.CompareFunction maskFunction, Material originalMaterial) {
|
string originalMaterialPath = UnityEditor.AssetDatabase.GetAssetPath(originalMaterial);
|
int posOfExtensionDot = originalMaterialPath.LastIndexOf('.');
|
string materialPath = (maskFunction == SkeletonRenderer.STENCIL_COMP_MASKINTERACTION_VISIBLE_INSIDE) ?
|
originalMaterialPath.Insert(posOfExtensionDot, MATERIAL_FILENAME_SUFFIX_INSIDE_MASK) :
|
originalMaterialPath.Insert(posOfExtensionDot, MATERIAL_FILENAME_SUFFIX_OUTSIDE_MASK);
|
|
Material material = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
if (material != null) {
|
return material;
|
}
|
|
material = new Material(originalMaterial);
|
material.SetFloat(SkeletonRenderer.STENCIL_COMP_PARAM_ID, (int)maskFunction);
|
|
UnityEditor.AssetDatabase.CreateAsset(material, materialPath);
|
Debug.Log(string.Concat("Created material '", materialPath, "' for mask interaction based on '", originalMaterialPath, "'."));
|
UnityEditor.EditorUtility.SetDirty(material);
|
UnityEditor.AssetDatabase.SaveAssets();
|
return material;
|
}
|
}
|
}
|
#endif // BUILT_IN_SPRITE_MASK_COMPONENT
|