TurnBasedStrategyCourse/Library/PackageCache/com.unity.probuilder@5.1.0/Editor/MenuActions/Object/SetCollider.cs

68 lines
2.3 KiB
C#

using UnityEngine.ProBuilder;
using UnityEngine;
namespace UnityEditor.ProBuilder.Actions
{
sealed class SetCollider : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Entity; }
}
public override Texture2D icon
{
get { return null; }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Set Collider",
"Apply the Collider material and adds a mesh collider (if no collider is present). The MeshRenderer will be automatically turned off on entering play mode."
);
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedObjectCount > 0; }
}
protected override ActionResult PerformActionImplementation()
{
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
var existing = pb.GetComponents<EntityBehaviour>();
// For now just nuke any existing entity types (since there are only two). In the future we should be
// smarter about conflicting entity types.
for (int i = 0, c = existing.Length; i < c; i++)
Undo.DestroyObjectImmediate(existing[i]);
if (pb.TryGetComponent<Entity>(out var entity))
Undo.DestroyObjectImmediate(entity);
if (!pb.GetComponent<Collider>())
Undo.AddComponent<MeshCollider>(pb.gameObject);
if (!pb.GetComponent<Renderer>())
Undo.AddComponent<MeshRenderer>(pb.gameObject);
UndoUtility.RegisterCompleteObjectUndo(pb, "Set Collider");
Undo.AddComponent<ColliderBehaviour>(pb.gameObject).Initialize();
}
int selectionCount = MeshSelection.selectedObjectCount;
if (selectionCount < 1)
return new ActionResult(ActionResult.Status.NoChange, "Set Collider\nNo objects selected");
return new ActionResult(ActionResult.Status.Success, "Set Collider\nSet " + selectionCount + " Objects");
}
}
}