/****************************************************************************** * 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 savedSkeletonDataAssetAtSKeletonGraphicID = new Dictionary(); #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 skeletonDataAssetsToReload = new HashSet(); SkeletonRenderer[] activeSkeletonRenderers = GameObject.FindObjectsOfType(); 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(); 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(); foreach (SkeletonRenderer renderer in activeSkeletonRenderers) { if (renderer.isActiveAndEnabled && renderer.skeletonDataAsset == skeletonDataAsset) renderer.Initialize(true); } SkeletonGraphic[] activeSkeletonGraphics = GameObject.FindObjectsOfType(); 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 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(path); if (referenceAsset.SkeletonDataAsset == skeletonDataAsset) func(referenceAsset); } } } } } }