position | Rectangle on the screen to use for the field. |
label | Optional label to display in front of the field. |
value | The curve to edit. |
color | The color to show the curve with. |
ranges | Optional rectangle that the curve is restrained within. |
AnimationCurve The curve edited by the user.
Make a field for editing an AnimationCurve.
Curve field in an Editor Window.
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;
public class EditorGUICurveField : EditorWindow {
AnimationCurve curveX = AnimationCurve.Linear(0,0,1,0); AnimationCurve curveY = AnimationCurve.Linear(0,0,1,1); AnimationCurve curveZ = AnimationCurve.Linear(0,0,1,0);
[MenuItem("Examples/Curve Field demo")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUICurveField)); window.position = new Rect(0,0,400,199); window.Show(); }
void OnGUI() { curveX = EditorGUI.CurveField( new Rect(3,3,position.width-6,50), "Animation on X", curveX); curveY = EditorGUI.CurveField( new Rect(3,56,position.width-6,50), "Animation on Y", curveY); curveZ = EditorGUI.CurveField( new Rect(3,109,position.width-6,50), "Animation on Z", curveZ); if(GUI.Button(new Rect(3,163,position.width-6,30),"Generate Curve")) AddCurveToSelectedGameObject(); } // A GameObject with the FollowAnimationCurve script must be selected void AddCurveToSelectedGameObject() { if(Selection.activeGameObject) { FollowAnimationCurve comp = Selection.activeGameObject.GetComponent<FollowAnimationCurve>(); comp.SetCurves(curveX, curveY, curveZ); } else { Debug.LogError("No Game Object selected for adding an animation curve"); } } }
This is the run-time script which animates the attached GameObject:
// Note that this must be FollowAnimationCurve.cs
using UnityEngine; using System.Collections;
public class FollowAnimationCurve : MonoBehaviour {
public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time) ); } }
position | Rectangle on the screen to use for the field. |
property | The curve to edit. |
color | The color to show the curve with. |
ranges | Optional rectangle that the curve is restrained within. |
label | Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. |
Make a field for editing an AnimationCurve.