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

73 lines
2.1 KiB
C#

using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
namespace UnityEditor.ProBuilder.Actions
{
sealed class FlipFaceEdge : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Geometry; }
}
public override Texture2D icon
{
get { return IconUtility.GetIcon("Toolbar/Face_FlipTri", IconSkin.Pro); }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Flip Face Edge",
@"Reverses the direction of the middle edge in a quad. Use this to fix ridges in quads with varied height corners."
);
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("Flip Face Edges");
int success = 0;
int attempts = 0;
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
foreach (Face face in pb.selectedFacesInternal)
{
if (pb.FlipEdge(face))
success++;
}
attempts++;
pb.ToMesh();
pb.Refresh();
pb.Optimize();
}
ProBuilderEditor.Refresh();
if (success > 0)
return new ActionResult(ActionResult.Status.Success, "Flipped " + success + " Edges");
return new ActionResult(ActionResult.Status.Failure, string.Format("Flip Edges\n{0}", attempts > 0 ? "Faces Must Be Quads" : "No Faces Selected"));
}
}
}