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EditorGUI.CurveField

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public static function CurveField(position: Rect, value: AnimationCurve): AnimationCurve;
public static AnimationCurve CurveField(Rect position, AnimationCurve value);
public static function CurveField(position: Rect, label: string, value: AnimationCurve): AnimationCurve;
public static AnimationCurve CurveField(Rect position, string label, AnimationCurve value);
public static function CurveField(position: Rect, label: GUIContent, value: AnimationCurve): AnimationCurve;
public static AnimationCurve CurveField(Rect position, GUIContent label, AnimationCurve value);
public static function CurveField(position: Rect, value: AnimationCurve, color: Color, ranges: Rect): AnimationCurve;
public static AnimationCurve CurveField(Rect position, AnimationCurve value, Color color, Rect ranges);
public static function CurveField(position: Rect, label: string, value: AnimationCurve, color: Color, ranges: Rect): AnimationCurve;
public static AnimationCurve CurveField(Rect position, string label, AnimationCurve value, Color color, Rect ranges);
public static function CurveField(position: Rect, label: GUIContent, value: AnimationCurve, color: Color, ranges: Rect): AnimationCurve;
public static AnimationCurve CurveField(Rect position, GUIContent label, AnimationCurve value, Color color, Rect ranges);

Parameters

position Rectangle on the screen to use for the field.
label Optional label to display in front of the field.
value The curve to edit.
color The color to show the curve with.
ranges Optional rectangle that the curve is restrained within.

Returns

AnimationCurve The curve edited by the user.

Description

Make a field for editing an AnimationCurve.


Curve field in an Editor Window.

#pragma strict

// Makes the selected GameObject follow the animation curve. // // Usage: Generate the curves for X,Y and Z axis of your desired GameObject // Select a GameObject and click Generate Curve. // Press Play and see your object moving. // Note that this is an Editor script.

class EditorGUICurveField extends EditorWindow {

var curveX : AnimationCurve = AnimationCurve.Linear(0,0,1,0); var curveY : AnimationCurve = AnimationCurve.Linear(0,0,1,1); var curveZ : AnimationCurve = AnimationCurve.Linear(0,0,1,0);

@MenuItem("Examples/Create Curve For Object") static function Init() { var window = GetWindow(EditorGUICurveField); window.position = Rect(0,0,400,199); window.Show(); }

function OnGUI() { curveX = EditorGUI.CurveField( Rect(3,3,position.width-6,50), "Animation on X", curveX); curveY = EditorGUI.CurveField( Rect(3,56,position.width-6,50), "Animation on Y", curveY); curveZ = EditorGUI.CurveField( Rect(3,109,position.width-6,50), "Animation on Z", curveZ);

if(GUI.Button(Rect(3,163,position.width-6,30),"Generate Curve")) AddCurveToSelectedGameObject(); }

// A GameObject with the FollowAnimationCurve script must be selected function AddCurveToSelectedGameObject() { if(Selection.activeGameObject) { var comp : FollowAnimationCurve = Selection.activeGameObject.GetComponent.<FollowAnimationCurve>(); comp.SetCurves(curveX, curveY, curveZ); } else { Debug.LogError("No Game Object selected for adding an animation curve"); } } }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class EditorGUICurveField : EditorWindow { AnimationCurve curveX = AnimationCurve.Linear(0, 0, 1, 0); AnimationCurve curveY = AnimationCurve.Linear(0, 0, 1, 1); AnimationCurve curveZ = AnimationCurve.Linear(0, 0, 1, 0);

[MenuItem("Examples/Curve Field demo")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUICurveField)); window.position = new Rect(0, 0, 400, 199); window.Show(); }

void OnGUI() { curveX = EditorGUI.CurveField( new Rect(3, 3, position.width - 6, 50), "Animation on X", curveX); curveY = EditorGUI.CurveField( new Rect(3, 56, position.width - 6, 50), "Animation on Y", curveY); curveZ = EditorGUI.CurveField( new Rect(3, 109, position.width - 6, 50), "Animation on Z", curveZ);

if (GUI.Button(new Rect(3, 163, position.width - 6, 30), "Generate Curve")) AddCurveToSelectedGameObject(); }

// A GameObject with the FollowAnimationCurve script must be selected void AddCurveToSelectedGameObject() { if (Selection.activeGameObject) { FollowAnimationCurve comp = Selection.activeGameObject.GetComponent<FollowAnimationCurve>(); comp.SetCurves(curveX, curveY, curveZ); } else { Debug.LogError("No Game Object selected for adding an animation curve"); } } }

This is the run-time script which animates the attached GameObject:

#pragma strict

// This script is called by the editor script. // It must not be in the Editor folder. // Also it needs to be called FollowAnimationCurve.js for the // the editor script to call the SetCurves() function.

var curveX : AnimationCurve; var curveY : AnimationCurve; var curveZ : AnimationCurve;

function SetCurves(xC : AnimationCurve, yC : AnimationCurve, zC : AnimationCurve) { curveX = xC; curveY = yC; curveZ = zC; }

function Update() { transform.position = Vector3(curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }
// Note that this must be FollowAnimationCurve.cs

using UnityEngine; using System.Collections;

public class FollowAnimationCurve : MonoBehaviour { public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ;

public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; }

void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); } }

public static function CurveField(position: Rect, property: SerializedProperty, color: Color, ranges: Rect): void;
public static void CurveField(Rect position, SerializedProperty property, Color color, Rect ranges);
public static function CurveField(position: Rect, property: SerializedProperty, color: Color, ranges: Rect, label: GUIContent): void;
public static void CurveField(Rect position, SerializedProperty property, Color color, Rect ranges, GUIContent label);

Parameters

position Rectangle on the screen to use for the field.
property The curve to edit.
color The color to show the curve with.
ranges Optional rectangle that the curve is restrained within.
label Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.

Description

Make a field for editing an AnimationCurve.

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