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[unity] Add ClippingAttachment icon.
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BIN
spine-unity/Assets/spine-unity/Editor/GUI/icon-clipping.png
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spine-unity/Assets/spine-unity/Editor/GUI/icon-clipping.png
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spriteExtrude: 1
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spriteMeshType: 1
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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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textureFormatSet: 0
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platformSettings:
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- buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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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: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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- buildTarget: Android
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maxTextureSize: 2048
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textureFormat: -1
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textureCompression: 1
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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: 2048
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 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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@ -64,6 +64,7 @@ namespace Spine.Unity.Editor {
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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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public static Texture2D clipping;
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public static Texture2D skin;
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public static Texture2D skinsRoot;
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public static Texture2D animation;
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@ -85,39 +86,46 @@ namespace Spine.Unity.Editor {
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public static Texture2D unity;
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// public static Texture2D controllerIcon;
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static Texture2D LoadIcon (string filename) {
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return (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/" + filename);
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}
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public static void Initialize () {
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skeleton = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skeleton.png");
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nullBone = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-null.png");
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bone = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-bone.png");
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poseBones = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-poseBones.png");
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boneNib = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-boneNib.png");
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slot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-slot.png");
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slotRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-slotRoot.png");
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skinPlaceholder = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skinPlaceholder.png");
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skeleton = LoadIcon("icon-skeleton.png");
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nullBone = LoadIcon("icon-null.png");
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bone = LoadIcon("icon-bone.png");
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poseBones = LoadIcon("icon-poseBones.png");
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boneNib = LoadIcon("icon-boneNib.png");
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slot = LoadIcon("icon-slot.png");
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slotRoot = LoadIcon("icon-slotRoot.png");
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skinPlaceholder = LoadIcon("icon-skinPlaceholder.png");
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genericAttachment = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-attachment.png");
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image = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-image.png");
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boundingBox = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-boundingBox.png");
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mesh = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-mesh.png");
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weights = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-weights.png");
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skin = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skin.png");
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skinsRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skinsRoot.png");
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animation = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-animation.png");
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animationRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-animationRoot.png");
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spine = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-spine.png");
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userEvent = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-event.png");
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constraintNib = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-constraintNib.png");
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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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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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clipping = LoadIcon("icon-clipping.png");
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constraintRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-constraints.png");
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constraintTransform = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-constraintTransform.png");
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constraintPath = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-constraintPath.png");
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constraintIK = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-constraintIK.png");
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skin = LoadIcon("icon-skin.png");
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skinsRoot = LoadIcon("icon-skinsRoot.png");
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animation = LoadIcon("icon-animation.png");
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animationRoot = LoadIcon("icon-animationRoot.png");
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spine = LoadIcon("icon-spine.png");
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userEvent = LoadIcon("icon-event.png");
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constraintNib = LoadIcon("icon-constraintNib.png");
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constraintRoot = LoadIcon("icon-constraints.png");
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constraintTransform = LoadIcon("icon-constraintTransform.png");
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constraintPath = LoadIcon("icon-constraintPath.png");
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constraintIK = LoadIcon("icon-constraintIK.png");
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warning = LoadIcon("icon-warning.png");
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skeletonUtility = LoadIcon("icon-skeletonUtility.png");
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hingeChain = LoadIcon("icon-hingeChain.png");
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subMeshRenderer = LoadIcon("icon-subMeshRenderer.png");
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warning = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-warning.png");
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skeletonUtility = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skeletonUtility.png");
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hingeChain = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-hingeChain.png");
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subMeshRenderer = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-subMeshRenderer.png");
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path = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-path.png");
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info = EditorGUIUtility.FindTexture("console.infoicon.sml");
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unity = EditorGUIUtility.FindTexture("SceneAsset Icon");
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@ -125,15 +133,17 @@ namespace Spine.Unity.Editor {
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}
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public static Texture2D GetAttachmentIcon (Attachment attachment) {
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// Analysis disable once CanBeReplacedWithTryCastAndCheckForNull
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if (attachment is RegionAttachment)
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return Icons.image;
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// Analysis disable once CanBeReplacedWithTryCastAndCheckForNull
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else if (attachment is MeshAttachment)
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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 PathAttachment)
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return Icons.path;
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else if (attachment is ClippingAttachment)
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return Icons.clipping;
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else
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return Icons.warning;
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}
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