using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEngine.ProBuilder; namespace UnityEditor.ProBuilder.Actions { sealed class SelectSmoothingGroup : MenuAction { public override ToolbarGroup group { get { return ToolbarGroup.Selection; } } public override string iconPath => "Toolbar/Selection_SelectBySmoothingGroup"; public override Texture2D icon => IconUtility.GetIcon(iconPath); public override TooltipContent tooltip { get { return s_Tooltip; } } static readonly TooltipContent s_Tooltip = new TooltipContent ( "Select Smoothing Group", "Selects all faces matching the selected smoothing groups." ); public override SelectMode validSelectModes { get { return SelectMode.Face | SelectMode.TextureFace; } } public override bool enabled { get { return base.enabled && MeshSelection.selectedFaceCount > 0; } } public override bool hidden { get { return true; } } protected override MenuActionState optionsMenuState { get { if (enabled && ProBuilderEditor.selectMode == SelectMode.Face) return MenuActionState.VisibleAndEnabled; return MenuActionState.Visible; } } protected override ActionResult PerformActionImplementation() { UndoUtility.RecordSelection("Select Faces with Smoothing Group"); HashSet selectedSmoothGroups = new HashSet(MeshSelection.topInternal.SelectMany(x => x.selectedFacesInternal.Select(y => y.smoothingGroup))); List newSelection = new List(); foreach (ProBuilderMesh pb in MeshSelection.topInternal) { IEnumerable matches = pb.facesInternal.Where(x => selectedSmoothGroups.Contains(x.smoothingGroup)); if (matches.Count() > 0) { newSelection.Add(pb.gameObject); pb.SetSelectedFaces(matches); } } Selection.objects = newSelection.ToArray(); ProBuilderEditor.Refresh(); return new ActionResult(ActionResult.Status.Success, "Select Faces with Smoothing Group"); } } }