Added player character and step in/out of dialogue in scene 101

This commit is contained in:
2026-08-15 15:22:47 +02:00
parent a42f25d5fa
commit 38ba2b0eff
2019 changed files with 181227 additions and 265 deletions
@@ -0,0 +1,89 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine.ProBuilder;
using UnityEditor.ProBuilder;
using UnityEngine;
using UnityEditor;
using UnityEditor.ProBuilder.UI;
using UnityEngine.ProBuilder.MeshOperations;
using UnityEngine.ProBuilder.Shapes;
namespace UnityEditor.ProBuilder.Actions
{
sealed class MergeObjects : MenuAction
{
public override ToolbarGroup group
{
get { return ToolbarGroup.Object; }
}
public override string iconPath => "Toolbar/Object_Merge";
public override Texture2D icon => IconUtility.GetIcon(iconPath);
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Merge Objects",
@"Merges all selected ProBuilder objects to a single mesh."
);
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedObjectCount > 1 && MeshSelection.activeMesh != null; }
}
protected override ActionResult PerformActionImplementation()
{
if (MeshSelection.selectedObjectCount < 2)
return new ActionResult(ActionResult.Status.Canceled, "Must Select 2+ Objects");
DoMergeObjectsAction();
return new ActionResult(ActionResult.Status.Success, "Merged Objects");
}
internal List<ProBuilderMesh> DoMergeObjectsAction()
{
var selected = MeshSelection.top.ToArray();
ProBuilderMesh currentMesh = MeshSelection.activeMesh;
UndoUtility.RecordObject(currentMesh, "Merge Objects");
List<ProBuilderMesh> res = CombineMeshes.Combine(MeshSelection.topInternal, currentMesh);
if (res != null)
{
foreach (var mesh in res)
{
mesh.Optimize();
if (mesh != currentMesh)
{
mesh.gameObject.name = Selection.activeGameObject.name + "-Merged";
UndoUtility.RegisterCreatedObjectUndo(mesh.gameObject, "Merge Objects");
Selection.objects = res.Select(x => x.gameObject).ToArray();
}
// Remove PolyShape and ProBuilderShape components if any are present post-merge
var polyShapeComp = mesh.gameObject.GetComponent<PolyShape>();
if (polyShapeComp != null )
UndoUtility.DestroyImmediate(polyShapeComp);
var proBuilderShape = mesh.gameObject.GetComponent<ProBuilderShape>();
if (proBuilderShape != null )
UndoUtility.DestroyImmediate(proBuilderShape);
}
// Delete donor objects if they are not part of the result
for (int i = 0; i < selected.Length; i++)
{
if (selected[i] != null && res.Contains(selected[i]) == false)
UndoUtility.DestroyImmediate(selected[i].gameObject);
}
}
return res;
}
}
}