// zlib/libpng License
//
// Copyright (c) 2018 Sinoa
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
using IceMilkTeaEditor.Utility;
using IceMilkTeaEditor.Window;
using UnityEditor;
namespace IceMilkTeaEditor.Common
{
///
/// UnityエディタのメニューにIceMilkTeaのメニューを取りまとめるクラスです
///
internal static class EditorMenu
{
// 定数定義
private const string RootMenuName = "IceMilkTea";
private const string RightClickRootMenuName = "Assets/IceMilkTea";
private const string DebugMenuName = RootMenuName + "/Debug";
private const string WindowMenuName = RootMenuName + "/Window";
private const string HierarchyMenuName = RootMenuName + "/Hierarchy";
///
/// GameMainAssetGenerateウィンドウを開きます
///
[MenuItem(WindowMenuName + "/GameMainAssetCreate")]
public static void OpenGameMainAssetGenerateWindow()
{
// GameMainGenerateWindowを開く
GameMainAssetGenerateWindow.OpenWindow();
}
///
/// 選択されたアセットを再シリアライズします
///
[MenuItem(RightClickRootMenuName + "/Reserialize/Selected")]
public static void DoReserializeAsset()
{
// 本当に再シリアライズしてよいか確認
if (EditorUtility.DisplayDialog("確認", "本当に再シリアライズして良いですか?", "OK", "Cancel"))
{
// 選択中のアセットを再シリアライズして完了を通知
AssetReserializer.Reserialize(Selection.activeObject);
EditorUtility.DisplayDialog("報告", "再シリアライズが完了しました", "OK");
}
}
///
/// Unityプロジェクトの再シリアライズをします
///
[MenuItem(RightClickRootMenuName + "/Reserialize/All")]
public static void DoReserializeAssetAll()
{
// 本当に再シリアライズしてよいか確認
if (EditorUtility.DisplayDialog("確認", "本当にプロジェクトの再シリアライズして良いですか?", "OK", "Cancel"))
{
// プロジェクトのアセットを再シリアライズして完了を通知
AssetReserializer.ReserializeAll();
EditorUtility.DisplayDialog("報告", "再シリアライズが完了しました", "OK");
}
}
}
}