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- using System.Collections.Generic;
-
- namespace UnityEngine.U2D.Animation
- {
- /// <summary>
- /// The available modes for batched Sprite Skin deformation.
- /// </summary>
- public enum DeformationMethods
- {
- /// <summary>
- /// The Sprite Skin is deformed, in batch, on the CPU.
- /// </summary>
- Cpu = 0,
- /// <summary>
- /// The Sprite Skin is deformed, in batch, on the GPU.
- /// </summary>
- Gpu = 1,
- /// <summary>
- /// Used as a default value when no deformation method is chosen.
- /// </summary>
- None = 2
- }
-
- internal class DeformationManager : ScriptableObject
- {
- static DeformationManager s_Instance;
-
- public static DeformationManager instance
- {
- get
- {
- if (s_Instance == null)
- {
- var managers = Resources.FindObjectsOfTypeAll<DeformationManager>();
- if (managers.Length > 0)
- s_Instance = managers[0];
- else
- s_Instance = ScriptableObject.CreateInstance<DeformationManager>();
- s_Instance.hideFlags = HideFlags.HideAndDontSave;
- s_Instance.Init();
- }
-
- return s_Instance;
- }
- }
-
- BaseDeformationSystem[] m_DeformationSystems;
-
- [SerializeField]
- GameObject m_Helper;
- internal GameObject helperGameObject => m_Helper;
-
- bool canUseGpuDeformation { get; set; }
- bool m_WasUsingGpuDeformationLastFrame;
-
- void OnEnable()
- {
- s_Instance = this;
- canUseGpuDeformation = SpriteSkinUtility.CanUseGpuDeformation();
- m_WasUsingGpuDeformationLastFrame = SpriteSkinUtility.IsUsingGpuDeformation();
-
- Init();
- }
-
- void Init()
- {
- CreateBatchSystems();
- CreateHelper();
- }
-
- void CreateBatchSystems()
- {
- if (m_DeformationSystems != null)
- return;
-
- var noOfSystems = canUseGpuDeformation ? 2 : 1;
- m_DeformationSystems = new BaseDeformationSystem[noOfSystems];
- m_DeformationSystems[(int)DeformationMethods.Cpu] = new CpuDeformationSystem();
-
- if (canUseGpuDeformation)
- m_DeformationSystems[(int)DeformationMethods.Gpu] = new GpuDeformationSystem();
-
- for (var i = 0; i < m_DeformationSystems.Length; ++i)
- m_DeformationSystems[i].Initialize(m_DeformationSystems[i].GetHashCode());
- }
-
- void CreateHelper()
- {
- if (m_Helper != null)
- return;
-
- m_Helper = new GameObject("DeformationManagerUpdater");
- m_Helper.hideFlags = HideFlags.HideAndDontSave;
- var helperComponent = m_Helper.AddComponent<DeformationManagerUpdater>();
- helperComponent.onDestroyingComponent += OnHelperDestroyed;
-
- #if !UNITY_EDITOR
- GameObject.DontDestroyOnLoad(m_Helper);
- #endif
- }
-
- void OnHelperDestroyed(GameObject helperGo)
- {
- if (m_Helper != helperGo)
- return;
-
- m_Helper = null;
- CreateHelper();
- }
-
- void OnDisable()
- {
- if (m_Helper != null)
- {
- m_Helper.GetComponent<DeformationManagerUpdater>().onDestroyingComponent -= OnHelperDestroyed;
- GameObject.DestroyImmediate(m_Helper);
- }
-
- for (var i = 0; i < m_DeformationSystems.Length; ++i)
- m_DeformationSystems[i].Cleanup();
- }
-
- internal void Update()
- {
- if (HasToggledGpuDeformation())
- MoveSpriteSkinsToActiveSystem();
-
- for (var i = 0; i < m_DeformationSystems.Length; ++i)
- m_DeformationSystems[i].Update();
- }
-
- bool HasToggledGpuDeformation()
- {
- var isUsingGpuDeformation = SpriteSkinUtility.IsUsingGpuDeformation();
- if (isUsingGpuDeformation != m_WasUsingGpuDeformationLastFrame)
- {
- m_WasUsingGpuDeformationLastFrame = isUsingGpuDeformation;
- return true;
- }
-
- return false;
- }
-
- void MoveSpriteSkinsToActiveSystem()
- {
- var prevSystem = SpriteSkinUtility.IsUsingGpuDeformation() ? m_DeformationSystems[(int)DeformationMethods.Cpu] : m_DeformationSystems[(int)DeformationMethods.Gpu];
-
- var skins = prevSystem.GetSpriteSkins();
- foreach (var spriteSkin in skins)
- prevSystem.RemoveSpriteSkin(spriteSkin);
-
- foreach (var spriteSkin in skins)
- AddSpriteSkin(spriteSkin);
- }
-
- internal void AddSpriteSkin(SpriteSkin spriteSkin)
- {
- if (spriteSkin == null)
- return;
-
- var deformationMethod = SpriteSkinUtility.IsUsingGpuDeformation() ? DeformationMethods.Gpu : DeformationMethods.Cpu;
- if (deformationMethod == DeformationMethods.Gpu)
- {
- if (!canUseGpuDeformation)
- {
- deformationMethod = DeformationMethods.Cpu;
- Debug.LogWarning($"{spriteSkin.name} is trying to use GPU deformation, but the platform does not support it. Switching the renderer over to CPU deformation.", spriteSkin);
- }
- else if (!SpriteSkinUtility.CanSpriteSkinUseGpuDeformation(spriteSkin))
- {
- deformationMethod = DeformationMethods.Cpu;
- Debug.LogWarning($"{spriteSkin.name} is using a shader without GPU deformation support. Switching the renderer over to CPU deformation.", spriteSkin);
- }
- }
-
- var deformationSystem = m_DeformationSystems[(int)deformationMethod];
- if (deformationSystem.AddSpriteSkin(spriteSkin))
- spriteSkin.SetDeformationSystem(deformationSystem);
- }
-
- internal void RemoveBoneTransforms(SpriteSkin spriteSkin)
- {
- for (var i = 0; i < m_DeformationSystems.Length; ++i)
- m_DeformationSystems[i].RemoveBoneTransforms(spriteSkin);
- }
-
- internal void CopyToSpriteSkinData(SpriteSkin spriteSkin)
- {
- if (spriteSkin == null)
- return;
- var system = spriteSkin.deformationSystem;
- if (system == null)
- return;
-
- system.CopyToSpriteSkinData(spriteSkin);
- }
-
- internal void AddSpriteSkinBoneTransform(SpriteSkin spriteSkin)
- {
- if (spriteSkin == null)
- return;
- var system = spriteSkin.deformationSystem;
- if (system == null)
- return;
-
- system.AddBoneTransforms(spriteSkin);
- }
-
- #if UNITY_INCLUDE_TESTS
- internal SpriteSkin[] GetSpriteSkins()
- {
- var skinList = new List<SpriteSkin>();
- for (var i = 0; i < m_DeformationSystems.Length; ++i)
- skinList.AddRange(m_DeformationSystems[i].GetSpriteSkins());
-
- return skinList.ToArray();
- }
-
- internal TransformAccessJob GetWorldToLocalTransformAccessJob(DeformationMethods deformationMethod)
- {
- if (!IsValidDeformationMethod(deformationMethod, out var systemIndex))
- return null;
- return m_DeformationSystems[systemIndex].GetWorldToLocalTransformAccessJob();
- }
-
- internal TransformAccessJob GetLocalToWorldTransformAccessJob(DeformationMethods deformationMethod)
- {
- if (!IsValidDeformationMethod(deformationMethod, out var systemIndex))
- return null;
- return m_DeformationSystems[systemIndex].GetLocalToWorldTransformAccessJob();
- }
-
- bool IsValidDeformationMethod(DeformationMethods deformationMethod, out int methodIndex)
- {
- methodIndex = (int)deformationMethod;
- return methodIndex < m_DeformationSystems.Length;
- }
- #endif
- }
-
- #if UNITY_EDITOR
-
- [UnityEditor.InitializeOnLoad]
- internal class DeformationStartup
- {
- static DeformationStartup()
- {
- if (null == DeformationManager.instance.helperGameObject)
- throw new System.InvalidOperationException("SpriteSkinComposite not initialized properly.");
- }
- }
-
- #endif
-
- }
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