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

84 lines
2.3 KiB
C#

using UnityEngine;
using UnityEditor;
using UnityEditor.ProBuilder.UI;
using System.Linq;
using UnityEngine.ProBuilder;
using UnityEditor.ProBuilder;
namespace UnityEditor.ProBuilder.Actions
{
sealed class FlipFaceNormals : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Geometry; }
}
public override Texture2D icon
{
get { return IconUtility.GetIcon("Toolbar/Face_FlipNormals", IconSkin.Pro); }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Flip Face Normals",
@"Reverses the direction of all faces in selection.",
keyCommandAlt, 'N'
);
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 Normals");
int c = 0;
int faceCount = MeshSelection.selectedFaceCount;
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
if (pb.selectedFaceCount < 1 && faceCount < 1)
{
foreach (var face in pb.facesInternal)
face.Reverse();
c += pb.facesInternal.Length;
}
else
{
foreach (var face in pb.GetSelectedFaces())
face.Reverse();
c += pb.selectedFaceCount;
}
pb.ToMesh();
pb.Refresh();
pb.Optimize();
}
if (c > 0)
return new ActionResult(ActionResult.Status.Success, "Flip " + c + (c > 1 ? " Face Normals" : " Face Normal"));
return new ActionResult(ActionResult.Status.Canceled, "Flip Normals\nNo Faces Selected");
}
}
}