PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Runtime/SpriteSkinEntity.cs

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2022-01-12 10:06:03 +03:00
using System;
using UnityEngine;
using UnityEngine.Scripting;
#if ENABLE_ENTITIES
using Unity.Entities;
#endif
namespace UnityEngine.U2D.Animation
{
[AddComponentMenu("")]
2022-01-12 10:06:03 +03:00
[Preserve]
internal class SpriteSkinEntity
#if ENABLE_ENTITIES
: GameObjectEntity
#else
: MonoBehaviour
#endif
{
#if ENABLE_ENTITIES
bool enableEntitiesCached = true;
#if UNITY_EDITOR
static bool assemblyReload = false;
#endif
SpriteSkin m_SpriteSkin;
SpriteSkin spriteSkin
{
get
{
if (m_SpriteSkin == null)
m_SpriteSkin = GetComponent<SpriteSkin>();
return m_SpriteSkin;
}
}
bool entitiesEnabled
{
get
{
if (m_SpriteSkin == null)
return false;
return m_SpriteSkin.entitiesEnabled;
}
}
protected override void OnEnable()
{
if (entitiesEnabled)
{
base.OnEnable();
SetupEntity();
SetupSpriteSkin();
#if UNITY_EDITOR
UnityEditor.AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
#endif
}
}
#if UNITY_EDITOR
public void OnBeforeAssemblyReload()
{
assemblyReload = true;
}
public void OnAfterAssemblyReload()
{
assemblyReload = false;
}
#endif
protected override void OnDisable()
{
if (entitiesEnabled)
{
DeactivateSkinning();
#if UNITY_EDITOR
if (!assemblyReload)
#endif
base.OnDisable();
}
if (spriteSkin.isValid)
spriteSkin.entitiesEnabled = false;
}
private void SetupEntity()
{
if (EntityManager == null)
return;
EntityManager.AddBuffer<Vertex>(Entity);
EntityManager.AddBuffer<BoneTransform>(Entity);
EntityManager.AddComponent(Entity, typeof(WorldToLocal));
EntityManager.AddSharedComponentData(Entity, new SpriteComponent() { Value = null });
}
private void SetupSpriteSkin()
{
if (spriteSkin != null)
{
spriteSkin.ForceSkinning = true;
if (spriteSkin.bounds.extents != Vector3.zero) //Maybe log a warning?
InternalEngineBridge.SetLocalAABB(spriteSkin.spriteRenderer, spriteSkin.bounds);
}
}
private void DeactivateSkinning()
{
if (spriteSkin != null)
spriteSkin.DeactivateSkinning();
}
private void Update()
{
if (entitiesEnabled != enableEntitiesCached)
{
if (entitiesEnabled)
OnEnable();
else
OnDisable();
enableEntitiesCached = entitiesEnabled;
}
}
#endif
}
}