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

76 lines
2.1 KiB
C#

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