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;
}
}