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

79 lines
2.2 KiB
C#

using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
namespace UnityEditor.ProBuilder.Actions
{
[MenuActionShortcut(typeof(SceneView), KeyCode.Backspace)]
sealed class DeleteFaces : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Geometry; }
}
public override Texture2D icon
{
get { return IconUtility.GetIcon("Toolbar/Face_Delete", IconSkin.Pro); }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Delete Faces",
@"Delete all selected faces.",
keyCommandDelete
);
public override SelectMode validSelectModes
{
get { return SelectMode.Face; }
}
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedFaceCount > 0; }
}
protected override ActionResult PerformActionImplementation()
{
if (MeshSelection.selectedObjectCount < 1)
return ActionResult.NoSelection;
UndoUtility.RecordSelection("Delete Face");
int count = 0;
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
if (pb.selectedFaceCount == pb.facesInternal.Length)
{
Debug.LogWarning("Attempting to delete all faces on this mesh... I'm afraid I can't let you do that.");
continue;
}
Undo.RecordObject(pb.renderer, "Update Renderer");
pb.DeleteFaces(pb.selectedFacesInternal);
count += pb.selectedFaceCount;
pb.ToMesh();
pb.Refresh();
pb.Optimize();
}
MeshSelection.ClearElementSelection();
ProBuilderEditor.Refresh();
if (count > 0)
return new ActionResult(ActionResult.Status.Success, "Delete " + count + " Faces");
return new ActionResult(ActionResult.Status.Failure, "No Faces Selected");
}
}
}