label | Label to display above the field. |
value | The value to edit. |
options | An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style . |
Vector2 The value entered by the user.
Make an X & Y field for entering a Vector2.
Measure the distance between 2 points.
// Simple Script that measures the distance between 2 points
class EditorGUILayoutVector2Field extends EditorWindow {
var distance : float = 0; var p1 : Vector2; var p2 : Vector2;
@MenuItem("Examples/Measure Distance") static function Init() { var window = GetWindow(EditorGUILayoutVector2Field); window.Show(); }
function OnGUI() { p1 = EditorGUILayout.Vector2Field("Point 1:", p1); p2 = EditorGUILayout.Vector2Field("Point 2:", p2);
EditorGUILayout.LabelField("Distance:", distance.ToString());
if(GUILayout.Button("Close")) this.Close(); }
function OnInspectorUpdate() { distance = Vector2.Distance(p1,p2); this.Repaint(); } }
using UnityEditor; using UnityEngine;
public class EditorGUILayoutVector2Field : UnityEditor.EditorWindow { float distance = 0f; Vector3 p1; Vector3 p2;
[MenuItem("Examples/Measure Distance")] static void Init() { EditorGUILayoutVector2Field window = (EditorGUILayoutVector2Field)EditorWindow.GetWindow(typeof(EditorGUILayoutVector2Field), true, "My Empty Window"); window.Show(); }
void OnGUI() { p1 = EditorGUILayout.Vector2Field("Point 1:", p1); p2 = EditorGUILayout.Vector2Field("Point 2:", p2); EditorGUILayout.LabelField("Distance:", distance.ToString()); if (GUILayout.Button("Close")) this.Close(); }
void OnInspectorUpdate() { distance = Vector2.Distance(p1, p2); this.Repaint(); } }
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