TurnBasedStrategyCourse/Library/PackageCache/com.unity.probuilder@5.1.0/Editor/MenuActions/Geometry/ConnectEdges.cs

58 lines
1.9 KiB
C#

using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
namespace UnityEditor.ProBuilder.Actions
{
sealed class ConnectEdges : MenuAction
{
public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } }
public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/Edge_Connect", IconSkin.Pro); } }
public override TooltipContent tooltip { get { return s_Tooltip; } }
protected override bool hasFileMenuEntry { get { return false; } }
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Connect Edges",
"Inserts a new edge connecting the center points of all selected edges. See also \"Subdivide.\"",
keyCommandAlt, 'E'
);
public override SelectMode validSelectModes
{
get { return SelectMode.Edge; }
}
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedEdgeCountObjectMax > 1; }
}
protected override ActionResult PerformActionImplementation()
{
ActionResult res = ActionResult.NoSelection;
UndoUtility.RecordSelection("Connect Edges");
foreach (var mesh in MeshSelection.topInternal)
{
Edge[] connections;
Face[] faces;
res = ConnectElements.Connect(mesh, mesh.selectedEdges, out faces, out connections, true, true);
if (connections != null)
{
if (connections.Length != 0)
mesh.SetSelectedEdges(connections);
mesh.Refresh();
mesh.Optimize();
}
}
ProBuilderEditor.Refresh();
return res;
}
}
}