using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.ProBuilder; using UnityEngine.ProBuilder.MeshOperations; namespace UnityEditor.ProBuilder.Actions { sealed class SelectFaceRing : MenuAction { public override ToolbarGroup group { get { return ToolbarGroup.Selection; } } public override Texture2D icon { get { return IconUtility.GetIcon("Toolbar/Selection_Ring_Face", IconSkin.Pro); } } public override TooltipContent tooltip { get { return s_Tooltip; } } public override int toolbarPriority { get { return 2; } } protected override bool hasFileMenuEntry { get { return false; } } private static readonly TooltipContent s_Tooltip = new TooltipContent ( "Select Face Ring", "Selects a ring of connected faces.\n\nShortcut: Control + Double Click on Face." ); public override SelectMode validSelectModes { get { return SelectMode.Face | SelectMode.TextureFace; } } public override bool enabled { get { return base.enabled && MeshSelection.selectedFaceCount > 0; } } protected override ActionResult PerformActionImplementation() { var selection = MeshSelection.topInternal; UndoUtility.RecordSelection("Select Face Ring"); foreach (ProBuilderMesh pb in selection) { HashSet loop = ElementSelection.GetFaceLoop(pb, pb.selectedFacesInternal, true); pb.SetSelectedFaces(loop); } ProBuilderEditor.Refresh(); return new ActionResult(ActionResult.Status.Success, "Select Face Ring"); } public static ActionResult MenuRingAndLoopFaces(IEnumerable selection) { UndoUtility.RecordSelection(selection.ToArray(), "Select Face Ring and Loop"); foreach (ProBuilderMesh pb in selection) { HashSet loop = ElementSelection.GetFaceRingAndLoop(pb, pb.selectedFacesInternal); pb.SetSelectedFaces(loop); } ProBuilderEditor.Refresh(); return new ActionResult(ActionResult.Status.Success, "Select Face Ring and Loop"); } } }