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69 lines
2.1 KiB
C#
69 lines
2.1 KiB
C#
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3 years ago
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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 System.Collections.Generic;
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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 SelectHole : MenuAction
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{
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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_SelectHole", 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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private static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Select Holes",
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"Selects holes on the mesh.\n\nUses the current element selection, or tests the whole mesh if no edges or vertices are selected."
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);
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public override SelectMode validSelectModes
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{
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get { return SelectMode.Vertex | 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.selectedObjectCount > 0; }
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}
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protected override ActionResult PerformActionImplementation()
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{
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UndoUtility.RecordSelection("Select Hole");
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ActionResult res = ActionResult.NoSelection;
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foreach (ProBuilderMesh pb in MeshSelection.topInternal)
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{
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bool selectAll = pb.selectedIndexesInternal == null || pb.selectedIndexesInternal.Length < 1;
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IEnumerable<int> indexes = selectAll ? pb.facesInternal.SelectMany(x => x.indexes) : pb.selectedIndexesInternal;
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List<List<Edge>> holes = ElementSelection.FindHoles(pb, indexes);
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res = new ActionResult(ActionResult.Status.Success, holes.Count > 0 ? string.Format("{0} holes found", holes.Count) : "No Holes in Selection");
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pb.SetSelectedEdges(holes.SelectMany(x => x));
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}
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ProBuilderEditor.Refresh();
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return res;
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}
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}
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}
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