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。 |
Vector4 用户输入的值。
创建用于输入 Vector4 的 X、Y、Z 和 W 字段。
Vector4 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);
}
}