Version: 2017.2

EditorGUI.InspectorTitlebar

切换到手册
public static bool InspectorTitlebar (Rect position, bool foldout, Object targetObj, bool expandable);
public static bool InspectorTitlebar (Rect position, bool foldout, Object[] targetObjs, bool expandable);

参数

position 屏幕上用于标题栏的矩形。
foldout 以箭头显示的折叠状态。
targetObj 标题栏对应的单个对象(例如,组件)。
targetObjs 标题栏对应的多个对象。
expandable 此编辑器是否应显示一个折叠箭头,以切换其属性的显示。

返回

bool 用户选择的折叠状态。

描述

创建一个类似于 Inspector 窗口的标题栏。

标题栏中有一个折叠箭头、一个帮助图标和一个设置菜单(取决于所提供对象的类型)。

\ 编辑器窗口中的 Inspector 标题栏。

// Editor window that shows the detailed rotation (X,Y,Z and W components),
// the position in 3D space and position in Screen space of the selected
// transform.

class CustomTransformInspector extends EditorWindow { var showing : boolean = true; var rotationComp : Vector4;

@MenuItem("Examples/GameObject detailed inspector") static function Init() { var window = GetWindow(CustomTransformInspector); window.Show(); }

function OnInspectorUpdate() { Repaint(); }

function OnGUI() { var currObj = Selection.activeTransform; showing = EditorGUI.InspectorTitlebar(Rect(0,0,position.width, 20), showing, currObj); if(showing) { if(currObj) { currObj.position = EditorGUI.Vector3Field(Rect(3,15,position.width-6,20), "Position in 3D Space:", currObj.position);

EditorGUI.Vector2Field(Rect(3,50,position.width-6,20), "Position in Screen Space:", Camera.main.WorldToScreenPoint(currObj.position));

rotationComp = EditorGUI.Vector4Field(Rect(3, 85, position.width-6, 20), "Detailed Rotation:", QuaternionToVector4(currObj.localRotation)); currObj.localRotation = ConvertToQuaternion(rotationComp);

currObj.localScale = EditorGUI.Vector3Field(Rect(3,120,position.width-6,20), "Scale:", currObj.localScale);

} else { EditorGUI.DropShadowLabel(Rect(3,15,position.width,20),"Select an Object to inspect"); } } }

function ConvertToQuaternion(v4 : Vector4) { return Quaternion(v4.x, v4.y, v4.z, v4.w); }

function QuaternionToVector4(q : Quaternion) { return Vector4(q.x, q.y, q.z, q.w); } }
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