// 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"); } } } }