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