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