/****************************************************************************** * 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("New Atlas"); } [MenuItem("Assets/Create/Spine/SkeletonData Asset")] static public void CreateSkeletonData () { CreateAsset("New SkeletonData"); } static void CreateAsset (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(); AssetDatabase.CreateAsset(asset, dir + name + ".asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; } [MenuItem("GameObject/Spine/SkeletonRenderer", false, 10)] static public void CreateSkeletonRendererGameObject () { CreateSpineGameObject("New SkeletonRenderer"); } [MenuItem("GameObject/Spine/SkeletonAnimation", false, 10)] static public void CreateSkeletonAnimationGameObject () { CreateSpineGameObject("New SkeletonAnimation"); } static void CreateSpineGameObject (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); } } }