解决可能卡死问题
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@@ -17,6 +17,14 @@ namespace Spine.Interfaces
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{
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private static readonly Logger _logger = LogManager.GetCurrentClassLogger();
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private static readonly SFML.Graphics.RenderTexture _renderTex; // XXX: 在此保留一个静态变量, 并且没有使用 Dispose 进行资源释放
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static SpineExtension()
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{
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_renderTex = new(1, 1);
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_renderTex.SetActive(false);
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}
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/// <summary>
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/// 命中检测精确度等级
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/// </summary>
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@@ -189,17 +197,18 @@ namespace Spine.Interfaces
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var texH = tex.Size.Y;
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// 把要判断的那个像素点渲出来
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using var renderTex = new SFML.Graphics.RenderTexture(1, 1);
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using var view = renderTex.GetView();
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using var view = _renderTex.GetView();
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using var vertexArray = new SFML.Graphics.VertexArray(SFML.Graphics.PrimitiveType.Points, 1);
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vertexArray[0] = new(view.Center, new SFML.System.Vector2f(u * texW, v * texH));
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renderTex.Clear(SFML.Graphics.Color.Transparent);
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renderTex.Draw(vertexArray, new(tex));
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renderTex.Display();
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// XXX: 此处 RenderTexture 不能临时用临时释放, 由于未知原因如果短时间快速创建释放 RenderTexture 可能让程序卡死
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_renderTex.SetActive(true);
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_renderTex.Clear(SFML.Graphics.Color.Transparent);
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_renderTex.Draw(vertexArray, new(tex));
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_renderTex.Display();
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_renderTex.SetActive(false);
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using var img = renderTex.Texture.CopyToImage();
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using var img = _renderTex.Texture.CopyToImage();
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var pixel = img.GetPixel(0, 0);
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return pixel.A > 0;
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}
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