/****************************************************************************** * Spine Runtimes Software License * Version 2 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software, you may not (a) modify, translate, adapt or * otherwise create derivative works, improvements of the Software or develop * new applications using the Software 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 SOFTARE BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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; using Spine; public class SpineEditor { [MenuItem("Assets/Create/Spine Atlas")] static public void CreateAtlas () { CreateAsset("New Atlas"); } [MenuItem("Assets/Create/Spine SkeletonData")] static public void CreateSkeletonData () { CreateAsset("New SkeletonData"); } static private 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/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; } }