Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Handles.BeginGUI

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method BeginGUI(): void;
public static void BeginGUI();

Description

Begin a 2D GUI block inside the 3D handle GUI.

The start of a GUILayout sequence of function calls. As expected the EndGUI is used to close these.

See Also: Handles.EndGUI.


GUI in the Scene View.

#pragma strict
// Change the transform values for the selected object.
// When selected this script starts and the handleExample is managed.
// The HandlesGUI.BeginGUI() and EndGUI() functions allow the shieldArea
// to be changed back to five, which is the starting value.
@CustomEditor(HandleExample)
class HandleExampleEditor extends Editor {
	protected virtual function OnSceneGUI() {
		var handleExample: HandleExample = HandleExampletarget;
		if (handleExample == null) {
			return ;
		}
		Handles.color = Color.yellow;
		var style: GUIStyle = new GUIStyle();
		style.normal.textColor = Color.green;
		var position: Vector3 = handleExample.transform.position + Vector3.up * 2f;
		var posString: String = position.ToString();
		Handles.Label(position, posString + "\nShieldArea: " + handleExample.shieldArea.ToString(), style);
		Handles.BeginGUI();
		if (GUILayout.Button("Reset Area", GUILayout.Width(100))) {
			handleExample.shieldArea = 5;
		}
		Handles.EndGUI();
		Handles.DrawWireArc(handleExample.transform.position, handleExample.transform.up, -handleExample.transform.right, 180, handleExample.shieldArea);
		handleExample.shieldArea = Handles.ScaleValueHandle(handleExample.shieldArea, handleExample.transform.position + handleExample.transform.forward * handleExample.shieldArea, handleExample.transform.rotation, 1, Handles.ConeHandleCap, 1);
	}
}
// Change the transform values for the selected object.
// When selected this script starts and the handleExample is managed.
// The HandlesGUI.BeginGUI() and EndGUI() functions allow the shieldArea
// to be changed back to five, which is the starting value.

using UnityEditor; using UnityEngine;

[CustomEditor(typeof(HandleExample))] class HandleExampleEditor : Editor { protected virtual void OnSceneGUI() { HandleExample handleExample = (HandleExample)target;

if (handleExample == null) { return; }

Handles.color = Color.yellow;

GUIStyle style = new GUIStyle(); style.normal.textColor = Color.green;

Vector3 position = handleExample.transform.position + Vector3.up * 2f; string posString = position.ToString();

Handles.Label(position, posString + "\nShieldArea: " + handleExample.shieldArea.ToString(), style );

Handles.BeginGUI(); if (GUILayout.Button("Reset Area", GUILayout.Width(100))) { handleExample.shieldArea = 5; } Handles.EndGUI();

Handles.DrawWireArc( handleExample.transform.position, handleExample.transform.up, -handleExample.transform.right, 180, handleExample.shieldArea);

handleExample.shieldArea = Handles.ScaleValueHandle(handleExample.shieldArea, handleExample.transform.position + handleExample.transform.forward * handleExample.shieldArea, handleExample.transform.rotation, 1, Handles.ConeHandleCap, 1); } }

Add a script that specifies the object that can be animated in the SceneView.

#pragma strict
@ExecuteInEditMode
public class HandleExample extends MonoBehaviour {
	public var shieldArea: float = 5.0f;
}
using UnityEngine;

[ExecuteInEditMode] public class HandleExample : MonoBehaviour { public float shieldArea = 5.0f; }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答