127 lines
3.7 KiB
C#
127 lines
3.7 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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using System.Collections.Generic;
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namespace UnityEditor.ProBuilder.Actions
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{
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sealed class SelectEdgeLoop : MenuAction
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{
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Pref<bool> m_SelectIterative = new Pref<bool>("SelectEdgeLoop.selectIterative", false);
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GUIContent gc_selectIterative = new GUIContent("Iterative Selection", "Optionally restrict the selection to neighbors edges on the loop.");
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public override ToolbarGroup group
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{
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get { return ToolbarGroup.Selection; }
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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/Selection_Loop", IconSkin.Pro); }
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}
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public override TooltipContent tooltip
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{
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get { return s_Tooltip; }
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}
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public override int toolbarPriority
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{
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get { return 1; }
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}
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protected override bool hasFileMenuEntry
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{
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get { return false; }
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}
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private static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Select Edge Loop",
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"Selects a loop of connected edges.\n\n<b>Shortcut</b>: Double-Click on Edge",
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keyCommandAlt, 'L'
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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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protected override MenuActionState optionsMenuState
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{
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get {
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if (enabled && ProBuilderEditor.selectMode == SelectMode.Edge)
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return MenuActionState.VisibleAndEnabled;
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return MenuActionState.Hidden;
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}
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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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UndoUtility.RecordSelection("Select Edge Loop");
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bool foundLoop = false;
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foreach (ProBuilderMesh pb in MeshSelection.topInternal)
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{
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Edge[] loop;
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bool success = false;
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if (m_SelectIterative)
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success = ElementSelection.GetEdgeLoopIterative(pb, pb.selectedEdges, out loop);
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else
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success = ElementSelection.GetEdgeLoop(pb, pb.selectedEdges, out loop);
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if (success)
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{
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if (loop.Length > pb.selectedEdgeCount)
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foundLoop = true;
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pb.SetSelectedEdges(loop);
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}
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}
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ProBuilderEditor.Refresh();
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SceneView.RepaintAll();
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if (foundLoop)
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return new ActionResult(ActionResult.Status.Success, "Select Edge Loop");
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else
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return new ActionResult(ActionResult.Status.Failure, "Nothing to Loop");
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}
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protected override void OnSettingsGUI()
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{
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GUILayout.Label("Select Loop Edge Options", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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m_SelectIterative.value = EditorGUILayout.Toggle(gc_selectIterative, m_SelectIterative);
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if (EditorGUI.EndChangeCheck())
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ProBuilderSettings.Save();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Select Edge Loop"))
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{
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PerformAction();
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SceneView.RepaintAll();
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}
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}
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}
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}
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