Added player character and step in/out of dialogue in scene 101
This commit is contained in:
+139
@@ -0,0 +1,139 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using UnityEngine.UIElements;
|
||||
using UnityEngine.ProBuilder;
|
||||
using UnityEngine.ProBuilder.MeshOperations;
|
||||
|
||||
|
||||
namespace UnityEditor.ProBuilder.Actions
|
||||
{
|
||||
sealed class SelectEdgeRing : MenuAction
|
||||
{
|
||||
Pref<bool> m_SelectIterative = new Pref<bool>("SelectEdgeRing.selectIterative", false);
|
||||
GUIContent gc_selectIterative = new GUIContent("Iterative Selection", "Optionally restrict the selection to neighbors edges on the ring.");
|
||||
|
||||
public override ToolbarGroup group
|
||||
{
|
||||
get { return ToolbarGroup.Selection; }
|
||||
}
|
||||
|
||||
public override string iconPath => "Toolbar/Selection_Ring_Edge";
|
||||
public override Texture2D icon => IconUtility.GetIcon(iconPath);
|
||||
|
||||
public override TooltipContent tooltip
|
||||
{
|
||||
get { return s_Tooltip; }
|
||||
}
|
||||
|
||||
public override int toolbarPriority
|
||||
{
|
||||
get { return 2; }
|
||||
}
|
||||
|
||||
protected internal override bool hasFileMenuEntry
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
protected override MenuActionState optionsMenuState
|
||||
{
|
||||
get {
|
||||
if (enabled && ProBuilderEditor.selectMode == SelectMode.Edge)
|
||||
return MenuActionState.VisibleAndEnabled;
|
||||
|
||||
return MenuActionState.Hidden;
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly TooltipContent s_Tooltip = new TooltipContent
|
||||
(
|
||||
"Select Edge Ring",
|
||||
"Selects a ring of edges. Ringed edges are opposite the selected edge.\n\n<b>Shortcut</b>: Shift + Double-Click on Edge",
|
||||
keyCommandAlt, 'R'
|
||||
);
|
||||
|
||||
public override SelectMode validSelectModes
|
||||
{
|
||||
get { return SelectMode.Edge; }
|
||||
}
|
||||
|
||||
public override bool enabled
|
||||
{
|
||||
get { return base.enabled && MeshSelection.selectedEdgeCount > 0; }
|
||||
}
|
||||
|
||||
protected override ActionResult PerformActionImplementation()
|
||||
{
|
||||
if (MeshSelection.selectedObjectCount < 1)
|
||||
return ActionResult.NoSelection;
|
||||
|
||||
UndoUtility.RecordSelection("Select Edge Ring");
|
||||
|
||||
bool success = false;
|
||||
|
||||
foreach (var mesh in MeshSelection.topInternal)
|
||||
{
|
||||
Edge[] edges;
|
||||
|
||||
if (m_SelectIterative)
|
||||
{
|
||||
edges = ElementSelection.GetEdgeRingIterative(mesh, mesh.selectedEdges).ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
edges = ElementSelection.GetEdgeRing(mesh, mesh.selectedEdges).ToArray();
|
||||
}
|
||||
|
||||
if (edges.Length > mesh.selectedEdgeCount)
|
||||
success = true;
|
||||
|
||||
mesh.SetSelectedEdges(edges);
|
||||
}
|
||||
|
||||
ProBuilderEditor.Refresh();
|
||||
|
||||
SceneView.RepaintAll();
|
||||
|
||||
if (success)
|
||||
return new ActionResult(ActionResult.Status.Success, "Select Edge Ring");
|
||||
|
||||
return new ActionResult(ActionResult.Status.Failure, "Nothing to Ring");
|
||||
}
|
||||
|
||||
public override VisualElement CreateSettingsContent()
|
||||
{
|
||||
var root = new VisualElement();
|
||||
|
||||
var toggle = new Toggle(gc_selectIterative.text);
|
||||
toggle.tooltip = gc_selectIterative.tooltip;
|
||||
toggle.SetValueWithoutNotify(m_SelectIterative);
|
||||
toggle.RegisterCallback<ChangeEvent<bool>>(evt =>
|
||||
{
|
||||
m_SelectIterative.SetValue(evt.newValue);
|
||||
PreviewActionManager.UpdatePreview();
|
||||
});
|
||||
root.Add(toggle);
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
protected override void OnSettingsGUI()
|
||||
{
|
||||
GUILayout.Label("Select Ring Edge Options", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
m_SelectIterative.value = EditorGUILayout.Toggle(gc_selectIterative, m_SelectIterative);
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
ProBuilderSettings.Save();
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Select Edge Ring"))
|
||||
{
|
||||
PerformAction();
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user