public static pb_Smoothing_Editor Init(pb_Texture_Editor del, pb_Object[] _selection) { pb_Smoothing_Editor pse = (pb_Smoothing_Editor)EditorWindow.GetWindow(typeof(pb_Smoothing_Editor), true, "Smoothing Groups", true); pse.SetDelegate(del); pse.UpdateSelection(_selection); return(pse); }
public void OnSelectionUpdate(pb_Object[] sel) { uv_selection.Clear(); // Cache all selected UV settings for (int i = 0; i < sel.Length; i++) { foreach (pb_Face q in sel[i].SelectedFaces) { uv_selection.Add(q.uv); } } UpdateDiffDictionary(); if (selection != null && selection.Length > 0) { if (selection[0].SelectedFaces.Length > 0) { uv_gui = selection[0].SelectedFaces[0].uv; currentMat = selection[0].SelectedFaces[0].material; if (queuedMat == null) { queuedMat = currentMat; } } } else { currentMat = null; } selection = sel; if (pb_Editor.instanceIfExists) { SelectedFacesInEditZone = pb_Editor.instanceIfExists.SelectedFacesInEditZone; } if (smoothingEditor) { smoothingEditor.UpdateSelection(selection); } }