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  1. using System.Collections.Generic;
  2. namespace UnityEngine.U2D.Animation
  3. {
  4. /// <summary>
  5. /// The available modes for batched Sprite Skin deformation.
  6. /// </summary>
  7. public enum DeformationMethods
  8. {
  9. /// <summary>
  10. /// The Sprite Skin is deformed, in batch, on the CPU.
  11. /// </summary>
  12. Cpu = 0,
  13. /// <summary>
  14. /// The Sprite Skin is deformed, in batch, on the GPU.
  15. /// </summary>
  16. Gpu = 1,
  17. /// <summary>
  18. /// Used as a default value when no deformation method is chosen.
  19. /// </summary>
  20. None = 2
  21. }
  22. internal class DeformationManager : ScriptableObject
  23. {
  24. static DeformationManager s_Instance;
  25. public static DeformationManager instance
  26. {
  27. get
  28. {
  29. if (s_Instance == null)
  30. {
  31. var managers = Resources.FindObjectsOfTypeAll<DeformationManager>();
  32. if (managers.Length > 0)
  33. s_Instance = managers[0];
  34. else
  35. s_Instance = ScriptableObject.CreateInstance<DeformationManager>();
  36. s_Instance.hideFlags = HideFlags.HideAndDontSave;
  37. s_Instance.Init();
  38. }
  39. return s_Instance;
  40. }
  41. }
  42. BaseDeformationSystem[] m_DeformationSystems;
  43. [SerializeField]
  44. GameObject m_Helper;
  45. internal GameObject helperGameObject => m_Helper;
  46. bool canUseGpuDeformation { get; set; }
  47. bool m_WasUsingGpuDeformationLastFrame;
  48. void OnEnable()
  49. {
  50. s_Instance = this;
  51. canUseGpuDeformation = SpriteSkinUtility.CanUseGpuDeformation();
  52. m_WasUsingGpuDeformationLastFrame = SpriteSkinUtility.IsUsingGpuDeformation();
  53. Init();
  54. }
  55. void Init()
  56. {
  57. CreateBatchSystems();
  58. CreateHelper();
  59. }
  60. void CreateBatchSystems()
  61. {
  62. if (m_DeformationSystems != null)
  63. return;
  64. var noOfSystems = canUseGpuDeformation ? 2 : 1;
  65. m_DeformationSystems = new BaseDeformationSystem[noOfSystems];
  66. m_DeformationSystems[(int)DeformationMethods.Cpu] = new CpuDeformationSystem();
  67. if (canUseGpuDeformation)
  68. m_DeformationSystems[(int)DeformationMethods.Gpu] = new GpuDeformationSystem();
  69. for (var i = 0; i < m_DeformationSystems.Length; ++i)
  70. m_DeformationSystems[i].Initialize(m_DeformationSystems[i].GetHashCode());
  71. }
  72. void CreateHelper()
  73. {
  74. if (m_Helper != null)
  75. return;
  76. m_Helper = new GameObject("DeformationManagerUpdater");
  77. m_Helper.hideFlags = HideFlags.HideAndDontSave;
  78. var helperComponent = m_Helper.AddComponent<DeformationManagerUpdater>();
  79. helperComponent.onDestroyingComponent += OnHelperDestroyed;
  80. #if !UNITY_EDITOR
  81. GameObject.DontDestroyOnLoad(m_Helper);
  82. #endif
  83. }
  84. void OnHelperDestroyed(GameObject helperGo)
  85. {
  86. if (m_Helper != helperGo)
  87. return;
  88. m_Helper = null;
  89. CreateHelper();
  90. }
  91. void OnDisable()
  92. {
  93. if (m_Helper != null)
  94. {
  95. m_Helper.GetComponent<DeformationManagerUpdater>().onDestroyingComponent -= OnHelperDestroyed;
  96. GameObject.DestroyImmediate(m_Helper);
  97. }
  98. for (var i = 0; i < m_DeformationSystems.Length; ++i)
  99. m_DeformationSystems[i].Cleanup();
  100. }
  101. internal void Update()
  102. {
  103. if (HasToggledGpuDeformation())
  104. MoveSpriteSkinsToActiveSystem();
  105. for (var i = 0; i < m_DeformationSystems.Length; ++i)
  106. m_DeformationSystems[i].Update();
  107. }
  108. bool HasToggledGpuDeformation()
  109. {
  110. var isUsingGpuDeformation = SpriteSkinUtility.IsUsingGpuDeformation();
  111. if (isUsingGpuDeformation != m_WasUsingGpuDeformationLastFrame)
  112. {
  113. m_WasUsingGpuDeformationLastFrame = isUsingGpuDeformation;
  114. return true;
  115. }
  116. return false;
  117. }
  118. void MoveSpriteSkinsToActiveSystem()
  119. {
  120. var prevSystem = SpriteSkinUtility.IsUsingGpuDeformation() ? m_DeformationSystems[(int)DeformationMethods.Cpu] : m_DeformationSystems[(int)DeformationMethods.Gpu];
  121. var skins = prevSystem.GetSpriteSkins();
  122. foreach (var spriteSkin in skins)
  123. prevSystem.RemoveSpriteSkin(spriteSkin);
  124. foreach (var spriteSkin in skins)
  125. AddSpriteSkin(spriteSkin);
  126. }
  127. internal void AddSpriteSkin(SpriteSkin spriteSkin)
  128. {
  129. if (spriteSkin == null)
  130. return;
  131. var deformationMethod = SpriteSkinUtility.IsUsingGpuDeformation() ? DeformationMethods.Gpu : DeformationMethods.Cpu;
  132. if (deformationMethod == DeformationMethods.Gpu)
  133. {
  134. if (!canUseGpuDeformation)
  135. {
  136. deformationMethod = DeformationMethods.Cpu;
  137. Debug.LogWarning($"{spriteSkin.name} is trying to use GPU deformation, but the platform does not support it. Switching the renderer over to CPU deformation.", spriteSkin);
  138. }
  139. else if (!SpriteSkinUtility.CanSpriteSkinUseGpuDeformation(spriteSkin))
  140. {
  141. deformationMethod = DeformationMethods.Cpu;
  142. Debug.LogWarning($"{spriteSkin.name} is using a shader without GPU deformation support. Switching the renderer over to CPU deformation.", spriteSkin);
  143. }
  144. }
  145. var deformationSystem = m_DeformationSystems[(int)deformationMethod];
  146. if (deformationSystem.AddSpriteSkin(spriteSkin))
  147. spriteSkin.SetDeformationSystem(deformationSystem);
  148. }
  149. internal void RemoveBoneTransforms(SpriteSkin spriteSkin)
  150. {
  151. for (var i = 0; i < m_DeformationSystems.Length; ++i)
  152. m_DeformationSystems[i].RemoveBoneTransforms(spriteSkin);
  153. }
  154. internal void CopyToSpriteSkinData(SpriteSkin spriteSkin)
  155. {
  156. if (spriteSkin == null)
  157. return;
  158. var system = spriteSkin.deformationSystem;
  159. if (system == null)
  160. return;
  161. system.CopyToSpriteSkinData(spriteSkin);
  162. }
  163. internal void AddSpriteSkinBoneTransform(SpriteSkin spriteSkin)
  164. {
  165. if (spriteSkin == null)
  166. return;
  167. var system = spriteSkin.deformationSystem;
  168. if (system == null)
  169. return;
  170. system.AddBoneTransforms(spriteSkin);
  171. }
  172. #if UNITY_INCLUDE_TESTS
  173. internal SpriteSkin[] GetSpriteSkins()
  174. {
  175. var skinList = new List<SpriteSkin>();
  176. for (var i = 0; i < m_DeformationSystems.Length; ++i)
  177. skinList.AddRange(m_DeformationSystems[i].GetSpriteSkins());
  178. return skinList.ToArray();
  179. }
  180. internal TransformAccessJob GetWorldToLocalTransformAccessJob(DeformationMethods deformationMethod)
  181. {
  182. if (!IsValidDeformationMethod(deformationMethod, out var systemIndex))
  183. return null;
  184. return m_DeformationSystems[systemIndex].GetWorldToLocalTransformAccessJob();
  185. }
  186. internal TransformAccessJob GetLocalToWorldTransformAccessJob(DeformationMethods deformationMethod)
  187. {
  188. if (!IsValidDeformationMethod(deformationMethod, out var systemIndex))
  189. return null;
  190. return m_DeformationSystems[systemIndex].GetLocalToWorldTransformAccessJob();
  191. }
  192. bool IsValidDeformationMethod(DeformationMethods deformationMethod, out int methodIndex)
  193. {
  194. methodIndex = (int)deformationMethod;
  195. return methodIndex < m_DeformationSystems.Length;
  196. }
  197. #endif
  198. }
  199. #if UNITY_EDITOR
  200. [UnityEditor.InitializeOnLoad]
  201. internal class DeformationStartup
  202. {
  203. static DeformationStartup()
  204. {
  205. if (null == DeformationManager.instance.helperGameObject)
  206. throw new System.InvalidOperationException("SpriteSkinComposite not initialized properly.");
  207. }
  208. }
  209. #endif
  210. }