Version: 2018.4
public static bool InspectorTitlebar (Rect position, bool foldout, Object targetObj, bool expandable);
public static bool InspectorTitlebar (Rect position, bool foldout, Object[] targetObjs, bool expandable);

パラメーター

position表示位置
foldout矢印で示される折り畳みの状態
targetObjTitlebar のオブジェクト (例えばコンポーネント)
targetObjsTitlebar のオブジェクトたち
expandableこのエディターはプロパティーの表示を切り替えるために折り畳みの矢印を表示しなければならないかどうか

戻り値

bool ユーザーによって設定された値

説明

Makes an inspector-window-like titlebar.

Titlebar は指定されたオブジェクトの型に依存する折り畳みの矢印、ヘルプアイコンや設定メニューがあります。


Inspector titlebar in an Editor Window.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

// 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 : EditorWindow { bool showing = true; Vector4 rotationComp;

[MenuItem("Examples/GameObject detailed inspector")] static void Init() { CustomTransformInspector window = (CustomTransformInspector)EditorWindow.GetWindow(typeof(CustomTransformInspector)); window.Show(); }

void OnInspectorUpdate() { Repaint(); }

void OnGUI() { var currObj = Selection.activeTransform;

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

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

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

currObj.localScale = EditorGUI.Vector3Field(new Rect(3, 120, position.width - 6, 20), "Scale:", currObj.localScale); } else { EditorGUI.DropShadowLabel( new Rect(3, 15, position.width, 20), "Select an Object to inspect"); } } }

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

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