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

Parameters

position@param position Прямоугольник на экране, используемый для поля.
labelLabel to display above the field.
value@param value Значение для редактирования.

Returns

Vector2 Значение, введенное пользователем.

Description

Makes an X and Y field for entering a Vector2.


Vector2 field 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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