2013-05-06 15:45:08 +02:00

92 lines
3.7 KiB
C#

/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list 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();
}
}