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Copy pathPresetContextMenu.cs
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69 lines (60 loc) · 1.95 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System.Linq;
using UnityEngine;
namespace UnityEditor.Presets
{
internal class PresetContextMenu : PresetSelectorReceiver
{
Object[] m_Targets;
Preset[] m_Presets;
internal static void CreateAndShow(Object[] targets)
{
var instance = CreateInstance<PresetContextMenu>();
instance.m_Targets = targets;
instance.m_Presets = targets.Select(t => new Preset(t)).ToArray();
PresetSelector.ShowSelector(targets[0], null, true, instance);
}
void RevertValues()
{
var targets = m_Targets.Where(t => t != null).ToArray();
if (targets.Length == 0)
return;
Undo.RecordObjects(targets, "Cancel Preset");
for (int i = 0; i < targets.Length; i++)
{
m_Presets[i].ApplyTo(targets[i]);
}
}
public override void OnSelectionChanged(Preset selection)
{
if (selection == null)
{
RevertValues();
}
else
{
ApplyValues(selection);
}
InspectorWindow.RepaintAllInspectors();
SettingsService.RepaintAllSettingsWindow();
}
void ApplyValues(Preset selection)
{
var targets = m_Targets.Where(t => t != null).ToArray();
if (targets.Length == 0)
return;
Undo.RecordObjects(targets, "Apply Preset " + selection.name);
foreach (var target in targets)
{
selection.ApplyTo(target);
}
}
public override void OnSelectionClosed(Preset selection)
{
OnSelectionChanged(selection);
DestroyImmediate(this);
}
}
}