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Activate Prefab before AssetPreview
1 parent 3904841 commit 98ae3dc

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2 files changed

+3
-4
lines changed

2 files changed

+3
-4
lines changed

Assets/MapEditor/Editor/Managers/SceneViewManager.cs

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -33,17 +33,13 @@ public static bool GetMouseScenePos(out RaycastHit hit)
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private static void SpawnPrefab()
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{
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if (GetMouseScenePos(out RaycastHit hit))
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{
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PrefabManager.Spawn(hit.point);
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}
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}
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private static void OnMouseDown()
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{
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if (Event.current.button == 0)
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{
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SpawnPrefab();
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}
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}
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private static void OnDragExited()

Assets/MapEditor/Editor/TreeView/PrefabsList/PrefabsListTreeView.cs

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Original file line numberDiff line numberDiff line change
@@ -232,9 +232,12 @@ void SetItemSelected(int id)
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var itemClicked = treeModel.Find(id);
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if (itemClicked.rustID == 0)
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return;
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PrefabManager.Load(itemClicked.rustID).SetActive(true);
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previewImage = AssetPreview.GetAssetPreview(PrefabManager.Load(itemClicked.rustID));
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if (previewImage == null)
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previewImage = new Texture2D(60, 60);
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prefabData = PrefabManager.Load(itemClicked.rustID).GetComponent<PrefabDataHolder>().prefabData;
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prefabName = itemClicked.prefabName;
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}

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