position | 屏幕上用于字段的矩形。 |
label | 显示在字段上方的标签。 |
value | 要编辑的值。 |
Vector2 用户输入的值。
创建用于输入 Vector2 的 X 和 Y 字段。
\ 编辑器窗口中的 Vector2 字段。
// 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); } }