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							85 lines
						
					
					
						
							3.6 KiB
						
					
					
				| /******************************************************************************
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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