using System; using System.IO; using UnityEditor; using UnityEngine; using Spine; public class Menus { [MenuItem("Assets/Create/Spine SkeletonData")] static public void CreateSkeletonData () { CreateAsset("New SkeletonData"); } static private void CreateAsset (String path) where T : ScriptableObject { try { path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(Selection.activeObject)) + "/" + path; } catch (Exception) { path = "Assets/" + path; } ScriptableObject asset = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(asset, path + ".asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; } [MenuItem("GameObject/Create Other/Spine SkeletonComponent")] static public void CreateSkeletonComponentGameObject () { GameObject gameObject = new GameObject("New SkeletonComponent", typeof(SkeletonComponent)); EditorUtility.FocusProjectWindow(); Selection.activeObject = gameObject; } [MenuItem("GameObject/Create Other/Spine SkeletonAnimation")] static public void CreateSkeletonAnimationGameObject () { GameObject gameObject = new GameObject("New SkeletonAnimation", typeof(SkeletonAnimation)); EditorUtility.FocusProjectWindow(); Selection.activeObject = gameObject; } [MenuItem("Component/Spine SkeletonComponent")] static public void CreateSkeletonComponent () { Selection.activeGameObject.AddComponent(typeof(SkeletonComponent)); } [MenuItem("Component/Spine SkeletonAnimation")] static public void CreateSkeletonAnimation () { Selection.activeGameObject.AddComponent(typeof(SkeletonAnimation)); } [MenuItem("Component/Spine SkeletonComponent", true)] static public bool ValidateCreateSkeletonComponent () { return Selection.activeGameObject != null && Selection.activeGameObject.GetComponent(typeof(SkeletonComponent)) == null && Selection.activeGameObject.GetComponent(typeof(SkeletonAnimation)) == null; } [MenuItem("Component/Spine SkeletonAnimation", true)] static public bool ValidateCreateSkeletonAnimation () { return ValidateCreateSkeletonComponent(); } }