DataReloadHandler.cs 6.1 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #pragma warning disable 0219
  30. #define SPINE_SKELETONMECANIM
  31. #if UNITY_2017_2_OR_NEWER
  32. #define NEWPLAYMODECALLBACKS
  33. #endif
  34. using System.Collections.Generic;
  35. using System.Globalization;
  36. using System.IO;
  37. using System.Linq;
  38. using System.Reflection;
  39. using System.Text;
  40. using UnityEditor;
  41. using UnityEngine;
  42. namespace Spine.Unity.Editor {
  43. public partial class SpineEditorUtilities {
  44. public static class DataReloadHandler {
  45. internal static Dictionary<int, string> savedSkeletonDataAssetAtSKeletonGraphicID = new Dictionary<int, string>();
  46. #if NEWPLAYMODECALLBACKS
  47. internal static void OnPlaymodeStateChanged (PlayModeStateChange stateChange) {
  48. #else
  49. internal static void OnPlaymodeStateChanged () {
  50. #endif
  51. ReloadAllActiveSkeletonsEditMode();
  52. }
  53. public static void ReloadAllActiveSkeletonsEditMode () {
  54. if (EditorApplication.isPaused) return;
  55. if (EditorApplication.isPlaying) return;
  56. if (EditorApplication.isCompiling) return;
  57. if (EditorApplication.isPlayingOrWillChangePlaymode) return;
  58. var skeletonDataAssetsToReload = new HashSet<SkeletonDataAsset>();
  59. var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
  60. foreach (var sr in activeSkeletonRenderers) {
  61. var skeletonDataAsset = sr.skeletonDataAsset;
  62. if (skeletonDataAsset != null) skeletonDataAssetsToReload.Add(skeletonDataAsset);
  63. }
  64. // Under some circumstances (e.g. on first import) SkeletonGraphic objects
  65. // have their skeletonGraphic.skeletonDataAsset reference corrupted
  66. // by the instance of the ScriptableObject being destroyed but still assigned.
  67. // Here we save the skeletonGraphic.skeletonDataAsset asset path in order
  68. // to restore it later.
  69. var activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
  70. foreach (var skeletonGraphic in activeSkeletonGraphics) {
  71. var skeletonDataAsset = skeletonGraphic.skeletonDataAsset;
  72. if (skeletonDataAsset != null) {
  73. var assetPath = AssetDatabase.GetAssetPath(skeletonDataAsset);
  74. var sgID = skeletonGraphic.GetInstanceID();
  75. savedSkeletonDataAssetAtSKeletonGraphicID[sgID] = assetPath;
  76. skeletonDataAssetsToReload.Add(skeletonDataAsset);
  77. }
  78. }
  79. foreach (var skeletonDataAsset in skeletonDataAssetsToReload) {
  80. ReloadSkeletonDataAsset(skeletonDataAsset, false);
  81. }
  82. foreach (var skeletonRenderer in activeSkeletonRenderers)
  83. skeletonRenderer.Initialize(true);
  84. foreach (var skeletonGraphic in activeSkeletonGraphics)
  85. skeletonGraphic.Initialize(true);
  86. }
  87. public static void ReloadSceneSkeletonComponents (SkeletonDataAsset skeletonDataAsset) {
  88. if (EditorApplication.isPaused) return;
  89. if (EditorApplication.isPlaying) return;
  90. if (EditorApplication.isCompiling) return;
  91. if (EditorApplication.isPlayingOrWillChangePlaymode) return;
  92. var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
  93. foreach (var renderer in activeSkeletonRenderers) {
  94. if (renderer.isActiveAndEnabled && renderer.skeletonDataAsset == skeletonDataAsset) renderer.Initialize(true);
  95. }
  96. var activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
  97. foreach (var graphic in activeSkeletonGraphics) {
  98. if (graphic.isActiveAndEnabled && graphic.skeletonDataAsset == skeletonDataAsset)
  99. graphic.Initialize(true);
  100. }
  101. }
  102. public static void ClearAnimationReferenceAssets (SkeletonDataAsset skeletonDataAsset) {
  103. ForEachAnimationReferenceAsset(skeletonDataAsset, (referenceAsset) => referenceAsset.Clear());
  104. }
  105. public static void ReloadAnimationReferenceAssets (SkeletonDataAsset skeletonDataAsset) {
  106. ForEachAnimationReferenceAsset(skeletonDataAsset, (referenceAsset) => referenceAsset.Initialize());
  107. }
  108. private static void ForEachAnimationReferenceAsset (SkeletonDataAsset skeletonDataAsset,
  109. System.Action<AnimationReferenceAsset> func) {
  110. string[] guids = UnityEditor.AssetDatabase.FindAssets("t:AnimationReferenceAsset");
  111. foreach (string guid in guids) {
  112. string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
  113. if (!string.IsNullOrEmpty(path)) {
  114. var referenceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationReferenceAsset>(path);
  115. if (referenceAsset.SkeletonDataAsset == skeletonDataAsset)
  116. func(referenceAsset);
  117. }
  118. }
  119. }
  120. }
  121. }
  122. }