EditorGUI.CurveField

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

Parameters

positionRectangle on the screen to use for the field.
labelOptional label to display in front of the field.
valueThe curve to edit.
colorThe color to show the curve with.
rangesOptional rectangle that the curve is restrained within.

Returns

AnimationCurve The curve edited by the user.

Description

Makes a field for editing an AnimationCurve.


Curve field in an Editor Window.

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:

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

Parameters

positionRectangle on the screen to use for the field.
propertyThe curve to edit.
colorThe color to show the curve with.
rangesOptional rectangle that the curve is restrained within.
labelOptional label to display in front of the field. Pass [[GUIContent.none] to hide the label.

Description

Makes a field for editing an AnimationCurve.

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