Added player character and step in/out of dialogue in scene 101
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using System.Collections.Generic;
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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;
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using UnityEditor;
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using UnityEditor.ProBuilder.UI;
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using UnityEngine.ProBuilder.MeshOperations;
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using UnityEngine.ProBuilder.Shapes;
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namespace UnityEditor.ProBuilder.Actions
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{
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sealed class MergeObjects : MenuAction
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{
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public override ToolbarGroup group
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{
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get { return ToolbarGroup.Object; }
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}
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public override string iconPath => "Toolbar/Object_Merge";
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public override Texture2D icon => IconUtility.GetIcon(iconPath);
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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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static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Merge Objects",
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@"Merges all selected ProBuilder objects to a single mesh."
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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 > 1 && MeshSelection.activeMesh != null; }
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}
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protected override ActionResult PerformActionImplementation()
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{
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if (MeshSelection.selectedObjectCount < 2)
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return new ActionResult(ActionResult.Status.Canceled, "Must Select 2+ Objects");
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DoMergeObjectsAction();
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return new ActionResult(ActionResult.Status.Success, "Merged Objects");
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}
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internal List<ProBuilderMesh> DoMergeObjectsAction()
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{
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var selected = MeshSelection.top.ToArray();
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ProBuilderMesh currentMesh = MeshSelection.activeMesh;
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UndoUtility.RecordObject(currentMesh, "Merge Objects");
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List<ProBuilderMesh> res = CombineMeshes.Combine(MeshSelection.topInternal, currentMesh);
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if (res != null)
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{
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foreach (var mesh in res)
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{
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mesh.Optimize();
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if (mesh != currentMesh)
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{
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mesh.gameObject.name = Selection.activeGameObject.name + "-Merged";
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UndoUtility.RegisterCreatedObjectUndo(mesh.gameObject, "Merge Objects");
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Selection.objects = res.Select(x => x.gameObject).ToArray();
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}
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// Remove PolyShape and ProBuilderShape components if any are present post-merge
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var polyShapeComp = mesh.gameObject.GetComponent<PolyShape>();
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if (polyShapeComp != null )
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UndoUtility.DestroyImmediate(polyShapeComp);
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var proBuilderShape = mesh.gameObject.GetComponent<ProBuilderShape>();
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if (proBuilderShape != null )
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UndoUtility.DestroyImmediate(proBuilderShape);
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}
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// Delete donor objects if they are not part of the result
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for (int i = 0; i < selected.Length; i++)
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{
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if (selected[i] != null && res.Contains(selected[i]) == false)
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UndoUtility.DestroyImmediate(selected[i].gameObject);
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}
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}
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return res;
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}
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}
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}
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