SpriteSkinEntity.cs 3.1 KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.Scripting;
  4. #if ENABLE_ENTITIES
  5. using Unity.Entities;
  6. #endif
  7. namespace UnityEngine.U2D.Animation
  8. {
  9. [AddComponentMenu("")]
  10. [Preserve]
  11. internal class SpriteSkinEntity
  12. #if ENABLE_ENTITIES
  13. : GameObjectEntity
  14. #else
  15. : MonoBehaviour
  16. #endif
  17. {
  18. #if ENABLE_ENTITIES
  19. bool enableEntitiesCached = true;
  20. #if UNITY_EDITOR
  21. static bool assemblyReload = false;
  22. #endif
  23. SpriteSkin m_SpriteSkin;
  24. SpriteSkin spriteSkin
  25. {
  26. get
  27. {
  28. if (m_SpriteSkin == null)
  29. m_SpriteSkin = GetComponent<SpriteSkin>();
  30. return m_SpriteSkin;
  31. }
  32. }
  33. bool entitiesEnabled
  34. {
  35. get
  36. {
  37. if (m_SpriteSkin == null)
  38. return false;
  39. return m_SpriteSkin.entitiesEnabled;
  40. }
  41. }
  42. protected override void OnEnable()
  43. {
  44. if (entitiesEnabled)
  45. {
  46. base.OnEnable();
  47. SetupEntity();
  48. SetupSpriteSkin();
  49. #if UNITY_EDITOR
  50. UnityEditor.AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
  51. UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
  52. #endif
  53. }
  54. }
  55. #if UNITY_EDITOR
  56. public void OnBeforeAssemblyReload()
  57. {
  58. assemblyReload = true;
  59. }
  60. public void OnAfterAssemblyReload()
  61. {
  62. assemblyReload = false;
  63. }
  64. #endif
  65. protected override void OnDisable()
  66. {
  67. if (entitiesEnabled)
  68. {
  69. DeactivateSkinning();
  70. #if UNITY_EDITOR
  71. if (!assemblyReload)
  72. #endif
  73. base.OnDisable();
  74. }
  75. if (spriteSkin.isValid)
  76. spriteSkin.entitiesEnabled = false;
  77. }
  78. private void SetupEntity()
  79. {
  80. if (EntityManager == null)
  81. return;
  82. EntityManager.AddBuffer<Vertex>(Entity);
  83. EntityManager.AddBuffer<BoneTransform>(Entity);
  84. EntityManager.AddComponent(Entity, typeof(WorldToLocal));
  85. EntityManager.AddSharedComponentData(Entity, new SpriteComponent() { Value = null });
  86. }
  87. private void SetupSpriteSkin()
  88. {
  89. if (spriteSkin != null)
  90. {
  91. spriteSkin.ForceSkinning = true;
  92. if (spriteSkin.bounds.extents != Vector3.zero) //Maybe log a warning?
  93. InternalEngineBridge.SetLocalAABB(spriteSkin.spriteRenderer, spriteSkin.bounds);
  94. }
  95. }
  96. private void DeactivateSkinning()
  97. {
  98. if (spriteSkin != null)
  99. spriteSkin.DeactivateSkinning();
  100. }
  101. private void Update()
  102. {
  103. if (entitiesEnabled != enableEntitiesCached)
  104. {
  105. if (entitiesEnabled)
  106. OnEnable();
  107. else
  108. OnDisable();
  109. enableEntitiesCached = entitiesEnabled;
  110. }
  111. }
  112. #endif
  113. }
  114. }