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[unity] Fix editor Drag-and-Drop tooltip.

John 7 years ago
parent
commit
54c20904fd
1 changed files with 4 additions and 2 deletions
  1. 4 2
      spine-unity/Assets/spine-unity/Editor/SpineEditorUtilities.cs

+ 4 - 2
spine-unity/Assets/spine-unity/Editor/SpineEditorUtilities.cs

@@ -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) {