mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using Spine;
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public class SpineEditor {
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[MenuItem("Assets/Create/Spine Atlas")]
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static public void CreateAtlas () {
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CreateAsset<AtlasAsset>("New Atlas");
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}
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[MenuItem("Assets/Create/Spine SkeletonData")]
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static public void CreateSkeletonData () {
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CreateAsset<SkeletonDataAsset>("New SkeletonData");
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}
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static private void CreateAsset <T> (String path) where T : ScriptableObject {
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try {
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path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(Selection.activeObject)) + "/" + path;
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} catch (Exception) {
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path = "Assets/" + path;
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}
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ScriptableObject asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, path + ".asset");
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AssetDatabase.SaveAssets();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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[MenuItem("GameObject/Create Other/Spine SkeletonComponent")]
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static public void CreateSkeletonComponentGameObject () {
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GameObject gameObject = new GameObject("New SkeletonComponent", typeof(SkeletonComponent));
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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}
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[MenuItem("GameObject/Create Other/Spine SkeletonAnimation")]
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static public void CreateSkeletonAnimationGameObject () {
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GameObject gameObject = new GameObject("New SkeletonAnimation", typeof(SkeletonAnimation));
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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}
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[MenuItem("Component/Spine SkeletonComponent")]
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static public void CreateSkeletonComponent () {
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Selection.activeGameObject.AddComponent(typeof(SkeletonComponent));
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}
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[MenuItem("Component/Spine SkeletonAnimation")]
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static public void CreateSkeletonAnimation () {
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Selection.activeGameObject.AddComponent(typeof(SkeletonAnimation));
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}
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[MenuItem("Component/Spine SkeletonComponent", true)]
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static public bool ValidateCreateSkeletonComponent () {
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return Selection.activeGameObject != null
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&& Selection.activeGameObject.GetComponent(typeof(SkeletonComponent)) == null
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&& Selection.activeGameObject.GetComponent(typeof(SkeletonAnimation)) == null;
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}
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[MenuItem("Component/Spine SkeletonAnimation", true)]
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static public bool ValidateCreateSkeletonAnimation () {
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return ValidateCreateSkeletonComponent();
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}
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}
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