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[unity] Add PointAttachment icon to editor.
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BIN
spine-unity/Assets/spine-unity/Editor/GUI/icon-point.png
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spine-unity/Assets/spine-unity/Editor/GUI/icon-point.png
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sRGBTexture: 0
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceEnd: 3
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 2
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textureShape: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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- buildTarget: DefaultTexturePlatform
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maxTextureSize: 1024
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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- buildTarget: Standalone
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maxTextureSize: 1024
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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crunchedCompression: 0
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- buildTarget: Android
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maxTextureSize: 1024
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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- buildTarget: WebGL
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maxTextureSize: 1024
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textureFormat: -1
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textureCompression: 0
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -61,6 +61,7 @@ namespace Spine.Unity.Editor {
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public static Texture2D image;
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public static Texture2D genericAttachment;
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public static Texture2D boundingBox;
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public static Texture2D point;
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public static Texture2D mesh;
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public static Texture2D weights;
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public static Texture2D path;
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@ -102,6 +103,7 @@ namespace Spine.Unity.Editor {
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genericAttachment = LoadIcon("icon-attachment.png");
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image = LoadIcon("icon-image.png");
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boundingBox = LoadIcon("icon-boundingBox.png");
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point = LoadIcon("icon-point.png");
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mesh = LoadIcon("icon-mesh.png");
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weights = LoadIcon("icon-weights.png");
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path = LoadIcon("icon-path.png");
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@ -140,6 +142,8 @@ namespace Spine.Unity.Editor {
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return ((MeshAttachment)attachment).IsWeighted() ? Icons.weights : Icons.mesh;
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else if (attachment is BoundingBoxAttachment)
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return Icons.boundingBox;
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else if (attachment is PointAttachment)
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return Icons.point;
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else if (attachment is PathAttachment)
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return Icons.path;
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else if (attachment is ClippingAttachment)
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