76 lines
2.1 KiB
C#
76 lines
2.1 KiB
C#
using UnityEngine;
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using UnityEditor;
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using UnityEditor.ProBuilder.UI;
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using System.Linq;
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using UnityEngine.ProBuilder;
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using UnityEditor.ProBuilder;
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using UnityEngine.ProBuilder.MeshOperations;
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namespace UnityEditor.ProBuilder.Actions
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{
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sealed class InsertEdgeLoop : MenuAction
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{
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public override ToolbarGroup group
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{
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get { return ToolbarGroup.Geometry; }
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}
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public override Texture2D icon
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{
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get { return IconUtility.GetIcon("Toolbar/Edge_InsertLoop", IconSkin.Pro); }
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}
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public override TooltipContent tooltip
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{
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get { return _tooltip; }
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}
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static readonly TooltipContent _tooltip = new TooltipContent
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(
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"Insert Edge Loop",
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@"Connects all edges in a ring around the object.",
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keyCommandAlt, 'U'
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);
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public override SelectMode validSelectModes
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{
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get { return SelectMode.Edge; }
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}
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public override bool enabled
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{
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get { return base.enabled && MeshSelection.selectedEdgeCount > 0; }
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}
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protected override ActionResult PerformActionImplementation()
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{
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if (MeshSelection.selectedObjectCount < 1)
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return ActionResult.NoSelection;
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int success = 0;
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UndoUtility.RecordSelection("Insert Edge Loop");
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foreach (ProBuilderMesh pb in MeshSelection.topInternal)
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{
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Edge[] edges = pb.Connect(ElementSelection.GetEdgeRing(pb, pb.selectedEdges)).item2;
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if (edges != null)
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{
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pb.SetSelectedEdges(edges);
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pb.ToMesh();
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pb.Refresh();
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pb.Optimize();
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success++;
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}
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}
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ProBuilderEditor.Refresh();
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if (success > 0)
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return new ActionResult(ActionResult.Status.Success, "Insert Edge Loop");
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return new ActionResult(ActionResult.Status.Success, "Insert Edge Loop");
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}
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}
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}
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