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

84 lines
2.4 KiB
C#

using UnityEngine;
using UnityEngine.ProBuilder;
using UnityEngine.ProBuilder.MeshOperations;
namespace UnityEditor.ProBuilder.Actions
{
sealed class SubdivideFaces : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Geometry; }
}
public override Texture2D icon
{
get { return IconUtility.GetIcon("Toolbar/Face_Subdivide", IconSkin.Pro); }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
protected override bool hasFileMenuEntry
{
get { return false; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Subdivide Faces",
@"Inserts a new vertex at the center of each selected face and creates a new edge from the center of each perimeter edge to the center vertex.",
keyCommandAlt, 'S'
);
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;
int success = 0;
UndoUtility.RecordSelection("Subdivide Faces");
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
Face[] faces = pb.Subdivide(pb.selectedFacesInternal);
pb.ToMesh();
if (faces != null)
{
success += pb.selectedFacesInternal.Length;
pb.SetSelectedFaces(faces);
pb.Refresh();
pb.Optimize();
}
}
if (success > 0)
{
ProBuilderEditor.Refresh();
return new ActionResult(ActionResult.Status.Success, "Subdivide " + success + ((success > 1) ? " faces" : " face"));
}
else
{
Debug.LogWarning("Subdivide faces failed - did you not have any faces selected?");
return new ActionResult(ActionResult.Status.Failure, "Subdivide Faces\nNo faces selected");
}
}
}
}