NathanSweet e2fccf72d6 License update.
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
2013-09-20 19:46:23 +02:00

100 lines
4.0 KiB
C#

/******************************************************************************
* Spine Runtime Software License - Version 1.0
*
* 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 Single User License or Spine Professional 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<AtlasAsset>("New Atlas");
}
[MenuItem("Assets/Create/Spine SkeletonData")]
static public void CreateSkeletonData () {
CreateAsset<SkeletonDataAsset>("New SkeletonData");
}
static private void CreateAsset <T> (String path) where T : ScriptableObject {
try {
path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(Selection.activeObject)) + "/" + path;
} catch (Exception) {
path = "Assets/" + path;
}
ScriptableObject asset = ScriptableObject.CreateInstance<T>();
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();
}
}