using UnityEngine; using UnityEditor; using UnityEditor.ProBuilder.UI; using System.Linq; using UnityEngine.ProBuilder; using UnityEditor.ProBuilder; using UnityEngine.ProBuilder.MeshOperations; namespace UnityEditor.ProBuilder.Actions { sealed class InsertEdgeLoop : MenuAction { public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/Edge_InsertLoop", IconSkin.Pro); } } public override TooltipContent tooltip { get { return _tooltip; } } static readonly TooltipContent _tooltip = new TooltipContent ( "Insert Edge Loop", @"Connects all edges in a ring around the object.", keyCommandAlt, 'U' ); public override SelectMode validSelectModes { get { return SelectMode.Edge; } } public override bool enabled { get { return base.enabled && MeshSelection.selectedEdgeCount > 0; } } protected override ActionResult PerformActionImplementation() { if (MeshSelection.selectedObjectCount < 1) return ActionResult.NoSelection; int success = 0; UndoUtility.RecordSelection("Insert Edge Loop"); foreach (ProBuilderMesh pb in MeshSelection.topInternal) { Edge[] edges = pb.Connect(ElementSelection.GetEdgeRing(pb, pb.selectedEdges)).item2; if (edges != null) { pb.SetSelectedEdges(edges); pb.ToMesh(); pb.Refresh(); pb.Optimize(); success++; } } ProBuilderEditor.Refresh(); if (success > 0) return new ActionResult(ActionResult.Status.Success, "Insert Edge Loop"); return new ActionResult(ActionResult.Status.Success, "Insert Edge Loop"); } } }