Version: 2020.2
언어: 한국어

EditorGUI.InspectorTitlebar

매뉴얼로 전환
public static bool InspectorTitlebar (Rect position, bool foldout, Object targetObj, bool expandable);
public static bool InspectorTitlebar (Rect position, bool foldout, Object[] targetObjs, bool expandable);

파라미터

position Rectangle on the screen to use for the titlebar.
foldout The foldout state shown with the arrow.
targetObj The object (for example a component) that the titlebar is for.
targetObjs The objects that the titlebar is for.
expandable Whether this editor should display a foldout arrow in order to toggle the display of its properties.

반환

bool The foldout state selected by the user.

설명

Makes an inspector-window-like titlebar.

The titlebar has a foldout arrow, a help icon, and a settings menu that depends on the type of the object supplied.


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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