using UnityEngine; using System.Linq; using UnityEngine.ProBuilder; using UnityEngine.ProBuilder.MeshOperations; namespace UnityEditor.ProBuilder.Actions { sealed class MergeFaces : MenuAction { public override ToolbarGroup group { get { return ToolbarGroup.Geometry; } } public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/Face_Merge", IconSkin.Pro); } } public override TooltipContent tooltip { get { return s_Tooltip; } } static readonly TooltipContent s_Tooltip = new TooltipContent ( "Merge Faces", @"Tells ProBuilder to treat the selected faces as if they were a single face. Be careful not to use this with unconnected faces!" ); public override SelectMode validSelectModes { get { return SelectMode.Face; } } public override bool enabled { get { return base.enabled && MeshSelection.selectedFaceCount > 0; } } protected override ActionResult PerformActionImplementation() { if (MeshSelection.selectedObjectCount < 1) return ActionResult.NoSelection; UndoUtility.RecordSelection("Merge Faces"); int success = 0; foreach (ProBuilderMesh pb in MeshSelection.topInternal) { if (pb.selectedFaceCount > 1) { success += pb.selectedFaceCount; Face face = MergeElements.Merge(pb, pb.selectedFacesInternal); pb.ToMesh(); pb.Refresh(); pb.Optimize(); pb.SetSelectedFaces(new Face[] { face }); } } ProBuilderEditor.Refresh(); if (success > 0) return new ActionResult(ActionResult.Status.Success, "Merged " + success + " Faces"); return new ActionResult(ActionResult.Status.Failure, "Merge Faces\nNo Faces Selected"); } } }