Version: 5.6

EditorGUI.Vector2Field

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public static Vector2 Vector2Field (Rect position, string label, Vector2 value);
public static Vector2 Vector2Field (Rect position, GUIContent label, Vector2 value);

参数

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。

返回

Vector2 用户输入的值。

描述

创建用于输入 Vector2 的 X 和 Y 字段。


Vector2 field in an Editor Window.

// 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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