/******************************************************************************
* 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.
*****************************************************************************/
#define SPINE_OPTIONAL_ON_DEMAND_LOADING
using System.Collections.Generic;
using UnityEngine;
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
namespace Spine.Unity {
public abstract class OnDemandTextureLoader : ScriptableObject {
public AtlasAssetBase atlasAsset;
///
/// Additional reference, currently only used to cover blend mode materials
/// which are not stored at atlasAsset.
///
public SkeletonDataAsset skeletonDataAsset;
/// Original texture name without extension.
/// The placeholder texture's name for a given original target texture name.
public abstract string GetPlaceholderTextureName (string originalTextureName);
///
/// Assigns previously setup placeholder textures at each Material of the associated AtlasAssetBase.
/// True on success, false if the placeholder texture could not be assigned at any of the
/// AtlasAssetBase's materials.
public abstract bool AssignPlaceholderTextures (out IEnumerable modifiedMaterials);
///
/// Returns whether any placeholder textures are assigned at the Material of the associated AtlasAssetBase.
///
/// A newly created list of materials which has a placeholder texture assigned.
/// True, if any placeholder texture is assigned at a Material of the associated AtlasAssetBase.
public abstract bool HasPlaceholderTexturesAssigned (out List placeholderMaterials);
///
/// Returns whether any main texture is null at a Material of the associated AtlasAssetBase.
///
/// A newly created list of materials which has a null main texture assigned.
/// True, if any null main texture is assigned at a Material of the associated AtlasAssetBase.
public virtual bool HasNullMainTexturesAssigned (out List nullTextureMaterials) {
nullTextureMaterials = null;
if (!atlasAsset) return false;
bool anyNullTexture = false;
foreach (Material material in atlasAsset.Materials) {
if (material.mainTexture == null) {
anyNullTexture = true;
if (nullTextureMaterials == null) nullTextureMaterials = new List();
nullTextureMaterials.Add(material);
}
}
return anyNullTexture;
}
///
/// Assigns previously setup target textures at each Material where placeholder textures are setup.
/// True on success, false if the target texture could not be assigned at any of the
/// AtlasAssetBase's materials.
public abstract bool AssignTargetTextures (out IEnumerable modifiedMaterials);
public abstract void BeginCustomTextureLoading ();
public abstract void EndCustomTextureLoading ();
public abstract bool HasPlaceholderAssigned (Material material);
public abstract void RequestLoadMaterialTextures (Material material, ref Material overrideMaterial);
public abstract void RequestLoadTexture (Texture placeholderTexture, ref Texture replacementTexture,
System.Action onTextureLoaded = null);
public abstract void Clear (bool clearAtlasAsset = false);
#region Event delegates
public delegate void TextureLoadDelegate (OnDemandTextureLoader loader, Material material, int textureIndex);
protected event TextureLoadDelegate onTextureRequested;
protected event TextureLoadDelegate onTextureLoaded;
protected event TextureLoadDelegate onTextureLoadFailed;
protected event TextureLoadDelegate onTextureUnloaded;
public event TextureLoadDelegate TextureRequested {
add { onTextureRequested += value; }
remove { onTextureRequested -= value; }
}
public event TextureLoadDelegate TextureLoaded {
add { onTextureLoaded += value; }
remove { onTextureLoaded -= value; }
}
public event TextureLoadDelegate TextureLoadFailed {
add { onTextureLoadFailed += value; }
remove { onTextureLoadFailed -= value; }
}
public event TextureLoadDelegate TextureUnloaded {
add { onTextureUnloaded += value; }
remove { onTextureUnloaded -= value; }
}
protected void OnTextureRequested (Material material, int textureIndex) {
if (onTextureRequested != null)
onTextureRequested(this, material, textureIndex);
}
protected void OnTextureLoaded (Material material, int textureIndex) {
if (onTextureLoaded != null)
onTextureLoaded(this, material, textureIndex);
}
protected void OnTextureLoadFailed (Material material, int textureIndex) {
if (onTextureLoadFailed != null)
onTextureLoadFailed(this, material, textureIndex);
}
protected void OnTextureUnloaded (Material material, int textureIndex) {
if (onTextureUnloaded != null)
onTextureUnloaded(this, material, textureIndex);
}
#endregion
}
}
#endif