Added player character and step in/out of dialogue in scene 101
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using UnityEngine;
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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 UnityEngine.UIElements;
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namespace UnityEditor.ProBuilder.Actions
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{
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sealed class SelectMaterial : MenuAction
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{
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GUIContent gc_restrictToSelection = new GUIContent("Current Selection", "Optionally restrict the matches to only those faces on currently selected objects.");
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internal Pref<bool> m_RestrictToSelectedObjects = new Pref<bool>("SelectMaterial.restrictToSelectedObjects", false, SettingsScope.Project);
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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 => "Toolbar/Selection_SelectByMaterial";
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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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"Select Material",
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"Selects all faces matching the selected materials."
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);
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public override SelectMode validSelectModes
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{
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get { return 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 { return base.enabled && MeshSelection.selectedFaceCount > 0; }
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}
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protected override MenuActionState optionsMenuState
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{
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get { return MenuActionState.VisibleAndEnabled; }
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}
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public override VisualElement CreateSettingsContent()
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{
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var root = new VisualElement();
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var toggle = new Toggle(gc_restrictToSelection.text);
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toggle.tooltip = gc_restrictToSelection.tooltip;
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toggle.SetValueWithoutNotify(m_RestrictToSelectedObjects);
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toggle.RegisterCallback<ChangeEvent<bool>>(evt =>
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{
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m_RestrictToSelectedObjects.SetValue(evt.newValue);
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PreviewActionManager.UpdatePreview();
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});
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root.Add(toggle);
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return root;
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}
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protected override void OnSettingsGUI()
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{
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GUILayout.Label("Select Material Options", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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m_RestrictToSelectedObjects.value = EditorGUILayout.Toggle(gc_restrictToSelection, m_RestrictToSelectedObjects);
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if (EditorGUI.EndChangeCheck())
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ProBuilderSettings.Save();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Select Faces with Material"))
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{
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PerformAction();
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SceneView.RepaintAll();
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}
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}
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protected override ActionResult PerformActionImplementation()
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{
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IEnumerable<ProBuilderMesh> selection;
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if (m_RestrictToSelectedObjects)
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selection = MeshSelection.topInternal;
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else
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selection = EditorUtility.FindObjectsByType<ProBuilderMesh>();
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UndoUtility.RecordSelection("Select Faces with Material");
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//Need to go from submesh index to material
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HashSet<Material> selectedMaterials = new HashSet<Material>();
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foreach(var pb in MeshSelection.topInternal)
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{
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HashSet<int> submeshIndex = new HashSet<int>(pb.selectedFacesInternal.Select(y => y.submeshIndex));
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foreach (var index in submeshIndex)
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{
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selectedMaterials.Add(pb.renderer.sharedMaterials[index]);
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}
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}
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List<GameObject> newSelection = new List<GameObject>();
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foreach (var pb in selection)
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{
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List<int> subMeshIndices = new List<int>();
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for (int matIndex = 0; matIndex < pb.renderer.sharedMaterials.Length; ++matIndex)
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{
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if(selectedMaterials.Contains(pb.renderer.sharedMaterials[matIndex]))
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{
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subMeshIndices.Add(matIndex);
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}
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}
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if(subMeshIndices.Count > 0)
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{
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IEnumerable<Face> matches = pb.facesInternal.Where(x => subMeshIndices.Contains(x.submeshIndex));
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if (matches.Any())
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{
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newSelection.Add(pb.gameObject);
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pb.SetSelectedFaces(matches);
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}
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}
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}
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Selection.objects = newSelection.ToArray();
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ProBuilderEditor.Refresh();
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return new ActionResult(ActionResult.Status.Success, "Select Faces with Material");
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}
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}
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}
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