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EditorGUILayout.Vector4Field

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public static method Vector4Field(label: string, value: Vector4, params options: GUILayoutOption[]): Vector4;
public static Vector4 Vector4Field(string label, Vector4 value, params GUILayoutOption[] options);

Parameters

labelLabel to display above the field.
valueThe value to edit.
optionsAn optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Vector4 The value entered by the user.

Description

Make an X, Y, Z & W field for entering a Vector4.


Modify X,Y,Z and W values directly of a GameObject.

#pragma strict

// Simple script that lets you modify the X,Y,Z and W // Quaternion values of the selected GameObject

class ModifyQuaternionDirectly extends EditorWindow {

var quat : Quaternion; var values : Vector4;

@MenuItem("Examples/Modify internal Quaternion") static function Init() { var window = GetWindow(ModifyQuaternionDirectly); window.Show(); }

function OnGUI() {

values = EditorGUILayout.Vector4Field("Components:",values);

if(GUILayout.Button("Capture Rotation")) values = QuaternionToVector4(Selection.activeTransform.rotation);

if(GUILayout.Button("Close")) this.Close(); }

function OnInspectorUpdate() { if(Selection.activeTransform) Selection.activeTransform.rotation = Quaternion(values.x, values.y, values.z, values.w); }

function QuaternionToVector4(rot : Quaternion) { return Vector4(rot.x, rot.y, rot.z, rot.w); } }
using UnityEngine;
using UnityEditor;

public class ModifyQuaternionDirectly : UnityEditor.EditorWindow { Quaternion quat; public Vector4 value;

[MenuItem("Examples/Modify internal Quaternion")] static void Init() { ModifyQuaternionDirectly window = (ModifyQuaternionDirectly)EditorWindow.GetWindow(typeof(ModifyQuaternionDirectly), true, "My Empty Window"); window.Show(); }

void OnGUI() { value = EditorGUILayout.Vector4Field("Components:", value); if (GUILayout.Button("Capture Rotation")) value = QuaternionToVector4(Selection.activeTransform.rotation);

if (GUILayout.Button("Close")) this.Close(); }

static Vector4 QuaternionToVector4(Quaternion rot) { return new Vector4(rot.x, rot.y, rot.z, rot.w); } }

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