Handles.CylinderHandleCap

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public static void CylinderHandleCap (int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType);

Parameters

controlID手柄的控件 ID。
position Handles.matrix 空间中手柄的位置。
rotation Handles.matrix 空间中手柄的旋转。
size Handles.matrix 空间中手柄的大小。如果您想要一个恒定的屏幕空间大小,请使用 HandleUtility.GetHandleSize
eventType要操作的手柄的事件类型。它经过设计用于处理 EventType.LayoutEventType.Repaint 事件。

Description

绘制一个圆柱体手柄。将此手柄传递给 handle 函数。

EventType.Layout 事件上,计算手柄到鼠标的距离并相应地调用 HandleUtility.AddControl

EventType.Repaint 事件上,绘制手柄形状。

“场景视图中的圆柱体手柄端盖。”

Add the following script to your Assets folder as CylinderExample.cs and add the CylinderExample component to an object in a Scene.

using UnityEngine;

public class CylinderExample : MonoBehaviour {}

将以下脚本作为 CylinderExampleEditor.cs 添加到 Assets/Editor,然后选择包含 CylinderExample 组件的对象。

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(CylinderExample))] public class CylinderExampleEditor : Editor { float size = 1f;

protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((CylinderExample)target).transform; Handles.color = Handles.xAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }