public void SetAutoUV(MeshSelection selection, bool auto) { if (selection == null) { return; } if (selection.HasVertices) { selection.VerticesToFaces(false); } else if (selection.HasEdges) { selection.EdgesToFaces(false); } List<Face> faces = new List<Face>(); foreach(KeyValuePair<ProBuilderMesh, IList<int>> kvp in selection.SelectedFaces) { ProBuilderMesh mesh = kvp.Key; faces.Clear(); mesh.GetFaces(kvp.Value, faces); PBAutoUVConversion.SetAutoUV(mesh, faces.ToArray(), auto); mesh.ToMesh(); mesh.Refresh(); } }
public void SetAutoUV(MeshSelection selection, bool auto) { if (selection == null) { return; } selection = selection.ToFaces(false, false); List <Face> faces = new List <Face>(); foreach (KeyValuePair <GameObject, IList <int> > kvp in selection.SelectedFaces) { ProBuilderMesh mesh = kvp.Key.GetComponent <ProBuilderMesh>(); faces.Clear(); mesh.GetFaces(kvp.Value, faces); PBAutoUVConversion.SetAutoUV(mesh, faces.ToArray(), auto); mesh.ToMesh(); mesh.Refresh(); } }