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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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<int, string> savedSkeletonDataAssetAtSKeletonGraphicID = new Dictionary<int, string>();
- #if NEWPLAYMODECALLBACKS
- internal static void OnPlaymodeStateChanged (PlayModeStateChange stateChange) {
- #else
- internal static void OnPlaymodeStateChanged () {
- #endif
- ReloadAllActiveSkeletonsEditMode();
- }
- public static void ReloadAllActiveSkeletonsEditMode () {
- if (EditorApplication.isPaused) return;
- if (EditorApplication.isPlaying) return;
- if (EditorApplication.isCompiling) return;
- if (EditorApplication.isPlayingOrWillChangePlaymode) return;
- var skeletonDataAssetsToReload = new HashSet<SkeletonDataAsset>();
- var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
- foreach (var sr in activeSkeletonRenderers) {
- var 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.
- var activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
- foreach (var skeletonGraphic in activeSkeletonGraphics) {
- var skeletonDataAsset = skeletonGraphic.skeletonDataAsset;
- if (skeletonDataAsset != null) {
- var assetPath = AssetDatabase.GetAssetPath(skeletonDataAsset);
- var sgID = skeletonGraphic.GetInstanceID();
- savedSkeletonDataAssetAtSKeletonGraphicID[sgID] = assetPath;
- skeletonDataAssetsToReload.Add(skeletonDataAsset);
- }
- }
- foreach (var skeletonDataAsset in skeletonDataAssetsToReload) {
- ReloadSkeletonDataAsset(skeletonDataAsset, false);
- }
- foreach (var skeletonRenderer in activeSkeletonRenderers)
- skeletonRenderer.Initialize(true);
- foreach (var 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;
- var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
- foreach (var renderer in activeSkeletonRenderers) {
- if (renderer.isActiveAndEnabled && renderer.skeletonDataAsset == skeletonDataAsset) renderer.Initialize(true);
- }
- var activeSkeletonGraphics = GameObject.FindObjectsOfType<SkeletonGraphic>();
- foreach (var 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<AnimationReferenceAsset> func) {
- string[] guids = UnityEditor.AssetDatabase.FindAssets("t:AnimationReferenceAsset");
- foreach (string guid in guids) {
- string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
- if (!string.IsNullOrEmpty(path)) {
- var referenceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationReferenceAsset>(path);
- if (referenceAsset.SkeletonDataAsset == skeletonDataAsset)
- func(referenceAsset);
- }
- }
- }
- }
- }
- }
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