/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Essential, Professional, Enterprise, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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 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(); } }