/
SpineBuildProcessor.cs
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/
SpineBuildProcessor.cs
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/******************************************************************************
* 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.
*****************************************************************************/
#if UNITY_2018_1_OR_NEWER
#define HAS_BUILD_PROCESS_WITH_REPORT
#endif
#if UNITY_2020_2_OR_NEWER
#define HAS_ON_POSTPROCESS_PREFAB
#endif
#if (UNITY_2020_3 && !(UNITY_2020_3_1 || UNITY_2020_3_2 || UNITY_2020_3_3 || UNITY_2020_3_4 || UNITY_2020_3_5 || UNITY_2020_3_6 || UNITY_2020_3_7 || UNITY_2020_3_8 || UNITY_2020_3_9 || UNITY_2020_3_10 || UNITY_2020_3_11 || UNITY_2020_3_12 || UNITY_2020_3_13 || UNITY_2020_3_14 || UNITY_2020_3_15))
#define UNITY_2020_3_16_OR_NEWER
#endif
#if (UNITY_2021_1 && !(UNITY_2021_1_1 || UNITY_2021_1_2 || UNITY_2021_1_3 || UNITY_2021_1_4 || UNITY_2021_1_5 || UNITY_2021_1_6 || UNITY_2021_1_7 || UNITY_2021_1_8 || UNITY_2021_1_9 || UNITY_2021_1_10 || UNITY_2021_1_11 || UNITY_2021_1_12 || UNITY_2021_1_13 || UNITY_2021_1_14 || UNITY_2021_1_15 || UNITY_2021_1_16))
#define UNITY_2021_1_17_OR_NEWER
#endif
#if UNITY_2020_3_16_OR_NEWER || UNITY_2021_1_17_OR_NEWER
#define HAS_SAVE_ASSET_IF_DIRTY
#endif
#define SPINE_OPTIONAL_ON_DEMAND_LOADING
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Build;
using UnityEngine;
#if HAS_BUILD_PROCESS_WITH_REPORT
using UnityEditor.Build.Reporting;
#endif
namespace Spine.Unity.Editor {
public class SpineBuildProcessor {
internal static bool isBuilding = false;
#if HAS_ON_POSTPROCESS_PREFAB
static List<string> prefabsToRestore = new List<string>();
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
static List<string> textureLoadersToRestore = new List<string>();
#endif
static Dictionary<string, string> spriteAtlasTexturesToRestore = new Dictionary<string, string>();
internal static void PreprocessBuild () {
isBuilding = true;
#if HAS_ON_POSTPROCESS_PREFAB
if (SpineEditorUtilities.Preferences.removePrefabPreviewMeshes)
PreprocessSpinePrefabMeshes();
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
PreprocessOnDemandTextureLoaders();
#endif
PreprocessSpriteAtlases();
}
internal static void PostprocessBuild () {
isBuilding = false;
#if HAS_ON_POSTPROCESS_PREFAB
if (SpineEditorUtilities.Preferences.removePrefabPreviewMeshes)
PostprocessSpinePrefabMeshes();
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
PostprocessOnDemandTextureLoaders();
#endif
PostprocessSpriteAtlases();
}
#if HAS_ON_POSTPROCESS_PREFAB
internal static void PreprocessSpinePrefabMeshes () {
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
try {
AssetDatabase.StartAssetEditing();
prefabsToRestore.Clear();
string[] prefabAssets = AssetDatabase.FindAssets("t:Prefab");
foreach (string asset in prefabAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
if (!AssetUtility.AssetCanBeModified(assetPath)) continue;
GameObject prefabGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
#if HAS_SAVE_ASSET_IF_DIRTY
AssetDatabase.SaveAssetIfDirty(prefabGameObject);
#endif
prefabsToRestore.Add(assetPath);
}
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (prefabAssets.Length > 0)
AssetDatabase.SaveAssets();
#endif
} finally {
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
}
}
internal static void PostprocessSpinePrefabMeshes () {
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
try {
foreach (string assetPath in prefabsToRestore) {
GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
#if HAS_SAVE_ASSET_IF_DIRTY
AssetDatabase.SaveAssetIfDirty(g);
#endif
}
#if !HAS_SAVE_ASSET_IF_DIRTY
if (prefabsToRestore.Count > 0)
AssetDatabase.SaveAssets();
#endif
prefabsToRestore.Clear();
} finally {
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
}
}
#endif
#if SPINE_OPTIONAL_ON_DEMAND_LOADING
internal static void PreprocessOnDemandTextureLoaders () {
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = true;
try {
AssetDatabase.StartAssetEditing();
textureLoadersToRestore.Clear();
string[] loaderAssets = AssetDatabase.FindAssets("t:OnDemandTextureLoader");
foreach (string loaderAsset in loaderAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(loaderAsset);
OnDemandTextureLoader loader = AssetDatabase.LoadAssetAtPath<OnDemandTextureLoader>(assetPath);
bool isLoaderUsed = loader.atlasAsset && loader.atlasAsset.OnDemandTextureLoader == loader &&
loader.atlasAsset.TextureLoadingMode == AtlasAssetBase.LoadingMode.OnDemand;
if (isLoaderUsed) {
IEnumerable<Material> modifiedMaterials;
textureLoadersToRestore.Add(assetPath);
loader.AssignPlaceholderTextures(out modifiedMaterials);
#if HAS_SAVE_ASSET_IF_DIRTY
foreach (Material material in modifiedMaterials) {
AssetDatabase.SaveAssetIfDirty(material);
}
#endif
}
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (textureLoadersToRestore.Count > 0)
AssetDatabase.SaveAssets();
#endif
} finally {
BuildUtilities.IsInSkeletonAssetBuildPreProcessing = false;
}
}
internal static void PostprocessOnDemandTextureLoaders () {
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = true;
try {
foreach (string assetPath in textureLoadersToRestore) {
OnDemandTextureLoader loader = AssetDatabase.LoadAssetAtPath<OnDemandTextureLoader>(assetPath);
IEnumerable<Material> modifiedMaterials;
loader.AssignTargetTextures(out modifiedMaterials);
#if HAS_SAVE_ASSET_IF_DIRTY
foreach (Material material in modifiedMaterials) {
AssetDatabase.SaveAssetIfDirty(material);
}
#endif
}
#if !HAS_SAVE_ASSET_IF_DIRTY
if (textureLoadersToRestore.Count > 0)
AssetDatabase.SaveAssets();
#endif
textureLoadersToRestore.Clear();
} finally {
BuildUtilities.IsInSkeletonAssetBuildPostProcessing = false;
}
}
#endif
internal static void PreprocessSpriteAtlases () {
BuildUtilities.IsInSpriteAtlasBuildPreProcessing = true;
try {
AssetDatabase.StartAssetEditing();
spriteAtlasTexturesToRestore.Clear();
string[] spriteAtlasAssets = AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
foreach (string asset in spriteAtlasAssets) {
string assetPath = AssetDatabase.GUIDToAssetPath(asset);
if (!AssetUtility.AssetCanBeModified(assetPath)) continue;
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
atlasAsset.materials[0].mainTexture = null;
}
#if HAS_SAVE_ASSET_IF_DIRTY
AssetDatabase.SaveAssetIfDirty(atlasAsset);
#endif
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (spriteAtlasAssets.Length > 0)
AssetDatabase.SaveAssets();
#endif
} finally {
BuildUtilities.IsInSpriteAtlasBuildPreProcessing = false;
}
}
internal static void PostprocessSpriteAtlases () {
BuildUtilities.IsInSpriteAtlasBuildPostProcessing = true;
try {
foreach (KeyValuePair<string, string> pair in spriteAtlasTexturesToRestore) {
string assetPath = pair.Key;
SpineSpriteAtlasAsset atlasAsset = AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(assetPath);
if (atlasAsset && atlasAsset.materials.Length > 0) {
Texture atlasTexture = AssetDatabase.LoadAssetAtPath<Texture>(pair.Value);
atlasAsset.materials[0].mainTexture = atlasTexture;
}
#if HAS_SAVE_ASSET_IF_DIRTY
AssetDatabase.SaveAssetIfDirty(atlasAsset);
#endif
}
#if !HAS_SAVE_ASSET_IF_DIRTY
if (spriteAtlasTexturesToRestore.Count > 0)
AssetDatabase.SaveAssets();
#endif
spriteAtlasTexturesToRestore.Clear();
} finally {
BuildUtilities.IsInSpriteAtlasBuildPostProcessing = false;
}
}
}
public class SpineBuildPreprocessor :
#if HAS_BUILD_PROCESS_WITH_REPORT
IPreprocessBuildWithReport
#else
IPreprocessBuild
#endif
{
public int callbackOrder {
get { return -2000; }
}
#if HAS_BUILD_PROCESS_WITH_REPORT
void IPreprocessBuildWithReport.OnPreprocessBuild (BuildReport report) {
SpineBuildProcessor.PreprocessBuild();
}
#else
void IPreprocessBuild.OnPreprocessBuild (BuildTarget target, string path) {
SpineBuildProcessor.PreprocessBuild();
}
#endif
}
public class SpineBuildPostprocessor :
#if HAS_BUILD_PROCESS_WITH_REPORT
IPostprocessBuildWithReport
#else
IPostprocessBuild
#endif
{
public int callbackOrder {
get { return 2000; }
}
#if HAS_BUILD_PROCESS_WITH_REPORT
void IPostprocessBuildWithReport.OnPostprocessBuild (BuildReport report) {
SpineBuildProcessor.PostprocessBuild();
}
#else
void IPostprocessBuild.OnPostprocessBuild (BuildTarget target, string path) {
SpineBuildProcessor.PostprocessBuild();
}
#endif
}
}