This commit is contained in:
badlogic 2017-11-17 10:57:49 +01:00
commit 99b975f405
2 changed files with 15 additions and 2 deletions

View File

@ -180,6 +180,17 @@ void _spEventQueue_drain (_spEventQueue* self) {
self->drainDisabled = 0;
}
// These two functions are needed in the UE4 runtime, see #1037
void _spAnimationState_enableQueue(spAnimationState* self) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
internal->queue->drainDisabled = 0;
}
void _spAnimationState_disableQueue(spAnimationState* self) {
_spAnimationState* internal = SUB_CAST(_spAnimationState, self);
internal->queue->drainDisabled = 1;
}
void _spAnimationState_disposeTrackEntry (spTrackEntry* entry) {
spIntArray_dispose(entry->timelineData);
spTrackEntryArray_dispose(entry->timelineDipMix);

View File

@ -80,6 +80,7 @@ namespace Spine.Unity.Editor {
public static Texture2D skeletonUtility;
public static Texture2D hingeChain;
public static Texture2D subMeshRenderer;
public static Texture2D skeletonDataAssetIcon;
public static Texture2D info;
@ -126,6 +127,7 @@ namespace Spine.Unity.Editor {
hingeChain = LoadIcon("icon-hingeChain.png");
subMeshRenderer = LoadIcon("icon-subMeshRenderer.png");
skeletonDataAssetIcon = LoadIcon("SkeletonDataAsset Icon.png");
info = EditorGUIUtility.FindTexture("console.infoicon.sml");
unity = EditorGUIUtility.FindTexture("SceneAsset Icon");
@ -342,7 +344,7 @@ namespace Spine.Unity.Editor {
static void SceneViewDragAndDrop (SceneView sceneview) {
var current = UnityEngine.Event.current;
var references = DragAndDrop.objectReferences;
if (current.type == EventType.Repaint || current.type == EventType.Layout) return;
if (current.type == EventType.Layout) return;
// Allow drag and drop of one SkeletonDataAsset.
if (references.Length == 1) {
@ -360,7 +362,7 @@ namespace Spine.Unity.Editor {
} else {
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
Handles.BeginGUI();
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 20f)), new GUIContent(string.Format("Create Spine GameObject ({0})", skeletonDataAsset.skeletonJSON.name), SpineEditorUtilities.Icons.spine));
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 20f)), new GUIContent(string.Format("Create Spine GameObject ({0})", skeletonDataAsset.skeletonJSON.name), SpineEditorUtilities.Icons.skeletonDataAssetIcon));
Handles.EndGUI();
if (current.type == EventType.DragPerform) {