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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
public static class Menus {
[MenuItem("Assets/Create/Spine/Atlas Asset")]
static public void CreateAtlas () {
CreateAsset<AtlasAsset>("New Atlas");
}
[MenuItem("Assets/Create/Spine/SkeletonData Asset")]
static public void CreateSkeletonData () {
CreateAsset<SkeletonDataAsset>("New SkeletonData");
}
static void CreateAsset<T> (String name) where T : ScriptableObject {
var dir = "Assets/";
var selected = Selection.activeObject;
if (selected != null) {
var assetDir = AssetDatabase.GetAssetPath(selected.GetInstanceID());
if (assetDir.Length > 0 && Directory.Exists(assetDir))
dir = assetDir + "/";
}
ScriptableObject asset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(asset, dir + name + ".asset");
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
[MenuItem("GameObject/Spine/SkeletonRenderer", false, 10)]
static public void CreateSkeletonRendererGameObject () {
CreateSpineGameObject<SkeletonRenderer>("New SkeletonRenderer");
}
[MenuItem("GameObject/Spine/SkeletonAnimation", false, 10)]
static public void CreateSkeletonAnimationGameObject () {
CreateSpineGameObject<SkeletonAnimation>("New SkeletonAnimation");
}
static void CreateSpineGameObject<T> (string name) where T : MonoBehaviour {
var parentGameObject = Selection.activeObject as GameObject;
var parentTransform = parentGameObject == null ? null : parentGameObject.transform;
var gameObject = new GameObject(name, typeof(T));
gameObject.transform.SetParent(parentTransform, false);
EditorUtility.FocusProjectWindow();
Selection.activeObject = gameObject;
EditorGUIUtility.PingObject(Selection.activeObject);
}
}
}