Added player character and step in/out of dialogue in scene 101
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+74
@@ -0,0 +1,74 @@
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using UnityEngine;
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using UnityEngine.ProBuilder;
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namespace UnityEditor.ProBuilder.Actions
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{
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// Menu item entry
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sealed class SelectLoop : MenuAction
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{
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public override ToolbarGroup group
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{
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get { return ToolbarGroup.Selection; }
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}
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public override string iconPath => string.Empty;
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public override Texture2D icon => null;
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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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public override int toolbarPriority
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{
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get { return 2; }
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}
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static readonly TooltipContent s_Tooltip = new TooltipContent
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(
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"Select Loop",
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"",
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keyCommandAlt, 'L'
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);
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public override SelectMode validSelectModes
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{
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get { return SelectMode.Edge | SelectMode.Face | SelectMode.TextureFace; }
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}
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public override bool enabled
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{
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get
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{
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if (ProBuilderEditor.selectMode == SelectMode.Edge)
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return EditorToolbarLoader.GetInstance<SelectEdgeLoop>().enabled;
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else if (ProBuilderEditor.selectMode == SelectMode.Face)
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return EditorToolbarLoader.GetInstance<SelectFaceLoop>().enabled;
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else
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return false;
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}
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}
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protected override ActionResult PerformActionImplementation()
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{
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if (ProBuilderEditor.selectMode == SelectMode.Edge)
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return EditorToolbarLoader.GetInstance<SelectEdgeLoop>().PerformAction();
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else if (ProBuilderEditor.selectMode == SelectMode.Face)
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return EditorToolbarLoader.GetInstance<SelectFaceLoop>().PerformAction();
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return ActionResult.NoSelection;
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}
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internal override string GetMenuItemOverride()
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{
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return @" switch (ProBuilderEditor.selectMode)
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{
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case SelectMode.Edge:
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EditorAction.Start(new MenuActionSettings(EditorToolbarLoader.GetInstance<SelectEdgeLoop>(), true));
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break;
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case SelectMode.Face:
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EditorToolbarLoader.GetInstance<SelectFaceLoop>().PerformAction();
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break;
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}";
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}
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}
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}
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