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nightclub-arcadia/NightclubArcadia/Packages/com.unity.probuilder/Editor/MenuActions/Selection/SelectMaterial.cs
T

138 lines
4.7 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.ProBuilder;
using UnityEngine.UIElements;
namespace UnityEditor.ProBuilder.Actions
{
sealed class SelectMaterial : MenuAction
{
GUIContent gc_restrictToSelection = new GUIContent("Current Selection", "Optionally restrict the matches to only those faces on currently selected objects.");
internal Pref<bool> m_RestrictToSelectedObjects = new Pref<bool>("SelectMaterial.restrictToSelectedObjects", false, SettingsScope.Project);
public override ToolbarGroup group
{
get { return ToolbarGroup.Selection; }
}
public override string iconPath => "Toolbar/Selection_SelectByMaterial";
public override Texture2D icon => IconUtility.GetIcon(iconPath);
public override TooltipContent tooltip
{
get { return s_Tooltip; }
}
static readonly TooltipContent s_Tooltip = new TooltipContent
(
"Select Material",
"Selects all faces matching the selected materials."
);
public override SelectMode validSelectModes
{
get { return SelectMode.Face | SelectMode.TextureFace; }
}
public override bool enabled
{
get { return base.enabled && MeshSelection.selectedFaceCount > 0; }
}
protected override MenuActionState optionsMenuState
{
get { return MenuActionState.VisibleAndEnabled; }
}
public override VisualElement CreateSettingsContent()
{
var root = new VisualElement();
var toggle = new Toggle(gc_restrictToSelection.text);
toggle.tooltip = gc_restrictToSelection.tooltip;
toggle.SetValueWithoutNotify(m_RestrictToSelectedObjects);
toggle.RegisterCallback<ChangeEvent<bool>>(evt =>
{
m_RestrictToSelectedObjects.SetValue(evt.newValue);
PreviewActionManager.UpdatePreview();
});
root.Add(toggle);
return root;
}
protected override void OnSettingsGUI()
{
GUILayout.Label("Select Material Options", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
m_RestrictToSelectedObjects.value = EditorGUILayout.Toggle(gc_restrictToSelection, m_RestrictToSelectedObjects);
if (EditorGUI.EndChangeCheck())
ProBuilderSettings.Save();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Select Faces with Material"))
{
PerformAction();
SceneView.RepaintAll();
}
}
protected override ActionResult PerformActionImplementation()
{
IEnumerable<ProBuilderMesh> selection;
if (m_RestrictToSelectedObjects)
selection = MeshSelection.topInternal;
else
selection = EditorUtility.FindObjectsByType<ProBuilderMesh>();
UndoUtility.RecordSelection("Select Faces with Material");
//Need to go from submesh index to material
HashSet<Material> selectedMaterials = new HashSet<Material>();
foreach(var pb in MeshSelection.topInternal)
{
HashSet<int> submeshIndex = new HashSet<int>(pb.selectedFacesInternal.Select(y => y.submeshIndex));
foreach (var index in submeshIndex)
{
selectedMaterials.Add(pb.renderer.sharedMaterials[index]);
}
}
List<GameObject> newSelection = new List<GameObject>();
foreach (var pb in selection)
{
List<int> subMeshIndices = new List<int>();
for (int matIndex = 0; matIndex < pb.renderer.sharedMaterials.Length; ++matIndex)
{
if(selectedMaterials.Contains(pb.renderer.sharedMaterials[matIndex]))
{
subMeshIndices.Add(matIndex);
}
}
if(subMeshIndices.Count > 0)
{
IEnumerable<Face> matches = pb.facesInternal.Where(x => subMeshIndices.Contains(x.submeshIndex));
if (matches.Any())
{
newSelection.Add(pb.gameObject);
pb.SetSelectedFaces(matches);
}
}
}
Selection.objects = newSelection.ToArray();
ProBuilderEditor.Refresh();
return new ActionResult(ActionResult.Status.Success, "Select Faces with Material");
}
}
}