TurnBasedStrategyCourse/Library/PackageCache/com.unity.probuilder@5.1.0/Editor/MenuActions/Editors/NewPolyShapeToggle.cs

162 lines
5.8 KiB
C#

using System.Linq;
using UnityEngine.ProBuilder;
using UnityEngine;
using UnityEngine.ProBuilder.MeshOperations;
#if UNITY_2020_2_OR_NEWER
using EditorToolManager = UnityEditor.EditorTools.EditorToolManager;
using ToolManager = UnityEditor.EditorTools.ToolManager;
#else
using EditorToolManager = UnityEditor.EditorTools.EditorToolContext;
using ToolManager = UnityEditor.EditorTools.EditorTools;
#endif
namespace UnityEditor.ProBuilder.Actions
{
sealed class NewPolyShapeToggle : MenuToolToggle
{
public override ToolbarGroup group { get { return ToolbarGroup.Tool; } }
public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/NewPolyShape", IconSkin.Pro); } }
public override TooltipContent tooltip { get { return _tooltip; } }
public override string menuTitle { get { return "New Poly Shape"; } }
public override int toolbarPriority { get { return 1; } }
static readonly TooltipContent _tooltip = new TooltipContent
(
"New Polygon Shape",
"Creates a new shape by clicking around a perimeter and extruding."
);
public override bool hidden
{
get { return false; }
}
public override bool enabled
{
get { return ProBuilderEditor.instance != null; }
}
static bool CanCreateNewPolyShape()
{
//If inspector is locked we cannot create new PolyShape.
//First created inspector seems to hold a specific semantic where
//if not unlocked no matter how many inspectors are present they will
//not allow the creation of new PolyShape.
var inspWindows = InspectorWindow.GetInspectors();
if (inspWindows.Any(x => x.isLocked))
{
if (UnityEditor.EditorUtility.DisplayDialog(
L10n.Tr("Inspector Locked"),
L10n.Tr("To create new Poly Shape you need access to all Inspectors, which are currently locked. Do you wish to unlock all Inpsectors?"),
L10n.Tr("Unlock"),
L10n.Tr("Cancel")))
{
foreach (var insp in inspWindows)
insp.isLocked = false;
}
else
{
return false;
}
}
return true;
}
protected override ActionResult PerformActionImplementation()
{
if (!CanCreateNewPolyShape())
return new ActionResult(ActionResult.Status.Canceled, "Canceled Create Poly Shape");
GameObject go = new GameObject("PolyShape");
UndoUtility.RegisterCreatedObjectUndo(go, "Create Poly Shape");
PolyShape poly = Undo.AddComponent<PolyShape>(go);
ProBuilderMesh pb = Undo.AddComponent<ProBuilderMesh>(go);
pb.CreateShapeFromPolygon(poly.m_Points, poly.extrude, poly.flipNormals);
EditorUtility.InitObject(pb);
// Special case - we don't want to reset the grid pivot because we rely on it to set the active plane for
// interaction, regardless of whether snapping is enabled or not.
if (ProGridsInterface.SnapEnabled() || ProGridsInterface.GridVisible())
{
Vector3 pivot;
if (ProGridsInterface.GetPivot(out pivot))
go.transform.position = pivot;
}
poly.polyEditMode = PolyShape.PolyEditMode.Path;
ProBuilderEditor.selectMode = SelectMode.Object;
m_Tool = EditorToolManager.GetSingleton<PolyShapeTool>();
( (PolyShapeTool) m_Tool ).UpdateTarget(poly);
ToolManager.SetActiveTool(m_Tool);
MenuAction.onPerformAction += ActionPerformed;
ToolManager.activeToolChanged += OnActiveToolChanged;
ProBuilderEditor.selectModeChanged += OnSelectModeChanged;
MeshSelection.objectSelectionChanged += OnObjectSelectionChanged;
return new ActionResult(ActionResult.Status.Success,"Create Poly Shape");
}
void Clear()
{
m_Tool = null;
MenuAction.onPerformAction -= ActionPerformed;
ToolManager.activeToolChanged -= OnActiveToolChanged;
ProBuilderEditor.selectModeChanged -= OnSelectModeChanged;
MeshSelection.objectSelectionChanged -= OnObjectSelectionChanged;
ProBuilderEditor.Refresh();
}
internal override ActionResult EndActivation()
{
Clear();
ToolManager.RestorePreviousTool();
return new ActionResult(ActionResult.Status.Success,"End Poly Shape");
}
ActionResult QuitTool()
{
Clear();
return new ActionResult(ActionResult.Status.Success,"End Poly Shape");
}
void ActionPerformed(MenuAction newActionPerformed)
{
if(ToolManager.IsActiveTool(m_Tool) && newActionPerformed.GetType() != this.GetType())
LeaveTool();
}
void OnObjectSelectionChanged()
{
if( m_Tool == null )
return;
if(MeshSelection.activeMesh == null || MeshSelection.activeMesh.GetComponent<PolyShape>() == null)
EditorApplication.delayCall += () => LeaveTool();
}
void OnSelectModeChanged(SelectMode obj)
{
LeaveTool();
}
void OnActiveToolChanged()
{
if(m_Tool != null && ToolManager.activeToolType != m_Tool.GetType())
LeaveTool();
}
void LeaveTool()
{
ActionResult result = QuitTool();
EditorUtility.ShowNotification(result.notification);
}
}
}