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87 lines
2.5 KiB
C#

3 years ago
using UnityEngine;
using UnityEditor;
using UnityEditor.ProBuilder.UI;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.ProBuilder;
using UnityEditor.ProBuilder;
namespace UnityEditor.ProBuilder.Actions
{
sealed class SelectSmoothingGroup : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Selection; }
}
public override Texture2D icon
{
get { return IconUtility.GetIcon("Toolbar/Selection_SelectBySmoothingGroup", IconSkin.Pro); }
}
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Select by Smooth",
"Selects all faces matching the selected smoothing groups."
);
public override SelectMode validSelectModes
{
get { return SelectMode.Face | SelectMode.TextureFace; }
}
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedFaceCount > 0; }
}
public override bool hidden
{
get { return true; }
}
protected override MenuActionState optionsMenuState
{
get
{
if (enabled && ProBuilderEditor.selectMode == SelectMode.Face)
return MenuActionState.VisibleAndEnabled;
return MenuActionState.Visible;
}
}
protected override ActionResult PerformActionImplementation()
{
UndoUtility.RecordSelection("Select Faces with Smoothing Group");
HashSet<int> selectedSmoothGroups = new HashSet<int>(MeshSelection.topInternal.SelectMany(x => x.selectedFacesInternal.Select(y => y.smoothingGroup)));
List<GameObject> newSelection = new List<GameObject>();
foreach (ProBuilderMesh pb in MeshSelection.topInternal)
{
IEnumerable<Face> matches = pb.facesInternal.Where(x => selectedSmoothGroups.Contains(x.smoothingGroup));
if (matches.Count() > 0)
{
newSelection.Add(pb.gameObject);
pb.SetSelectedFaces(matches);
}
}
Selection.objects = newSelection.ToArray();
ProBuilderEditor.Refresh();
return new ActionResult(ActionResult.Status.Success, "Select Faces with Smoothing Group");
}
}
}