mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
74 lines
3.2 KiB
C#
74 lines
3.2 KiB
C#
/******************************************************************************
|
|
* 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<AtlasAsset>("New Atlas");
|
|
}
|
|
|
|
[MenuItem("Assets/Create/Spine SkeletonData")]
|
|
static public void CreateSkeletonData () {
|
|
CreateAsset<SkeletonDataAsset>("New SkeletonData");
|
|
}
|
|
|
|
static private void CreateAsset <T> (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<T>();
|
|
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;
|
|
}
|
|
}
|