Added player character and step in/out of dialogue in scene 101
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using System;
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using UnityEngine;
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using UnityEngine.ProBuilder;
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using ToolManager = UnityEditor.EditorTools.ToolManager;
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namespace UnityEditor.ProBuilder.Actions
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{
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/// <summary>
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/// Represents the [Cut tool](../manual/cut-tool.html) button on the [ProBuilder toolbar](../manual/toolbar.html) in the Editor.
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/// </summary>
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public class CutToolAction : MenuAction
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{
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/// <inheritdoc/>
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public override ToolbarGroup group
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{
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get { return ToolbarGroup.Tool; }
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}
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/// <inheritdoc/>
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public override string iconPath => "Toolbar/CutTool";
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/// <inheritdoc/>
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public override Texture2D icon => IconUtility.GetIcon(iconPath);
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/// <inheritdoc/>
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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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/// <inheritdoc/>
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public override SelectMode validSelectModes
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{
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get { return SelectMode.Vertex | SelectMode.Edge | SelectMode.Face; }
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}
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/// <inheritdoc/>
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protected internal override bool hasFileMenuEntry
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{
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get { return false; }
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}
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static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Cut Tool",
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@"Create a cut in a face to subdivide it.",
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keyCommandAlt, keyCommandShift, 'C'
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);
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/// <inheritdoc/>
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public override bool enabled
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{
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get => MeshSelection.selectedObjectCount == 1;
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}
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/// <inheritdoc/>
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protected override ActionResult PerformActionImplementation()
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{
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if(ToolManager.activeToolType == typeof(CutTool))
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ToolManager.RestorePreviousTool();
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else
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ToolManager.SetActiveTool<CutTool>();
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//Give the focus back to scene view to handle key inputs directly
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SceneView.lastActiveSceneView.Focus();
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return new ActionResult(ActionResult.Status.Success,"Cut Tool Starts");
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}
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}
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}
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