|
Name | Description |
---|---|
position | Rectangle on the screen to use for the field. |
label | Label to display above the field. |
value | The value to edit. |
Vector3 - The value entered by the user.
Make an X, Y & Z field for entering a Vector3.
Vector3 field in an Editor Window.
// Editor window that shows the detailed rotation (X,Y,Z and W components),
// the position in 3D space and position in Screen space of the selected
// transform.
class CustomTransformInspector extends EditorWindow {
var showing : boolean = true;
var rotationComp : Vector4;
@MenuItem("Examples/GameObject detailed inspector")
static function Init() {
var window = GetWindow(CustomTransformInspector);
window.Show();
}
function OnInspectorUpdate() {
Repaint();
}
function OnGUI() {
var currObj = Selection.activeTransform;
showing = EditorGUI.InspectorTitlebar(Rect(0,0,position.width, 20), showing, currObj);
if(showing) {
if(currObj) {
currObj.position = EditorGUI.Vector3Field(Rect(3,15,position.width-6,20),
"Position in 3D Space:",
currObj.position);
EditorGUI.Vector2Field(Rect(3,50,position.width-6,20),
"Position in Screen Space:",
Camera.main.WorldToScreenPoint(currObj.position));
rotationComp = EditorGUI.Vector4Field(Rect(3, 85, position.width-6, 20),
"Detailed Rotation:",
QuaternionToVector4(currObj.localRotation));
currObj.localRotation = ConvertToQuaternion(rotationComp);
currObj.localScale = EditorGUI.Vector3Field(Rect(3,120,position.width-6,20),
"Scale:",
currObj.localScale);
} else {
EditorGUI.DropShadowLabel(
Rect(3,15,position.width,20),
"Select an Object to inspect");
}
}
}
function ConvertToQuaternion(v4 : Vector4) {
return Quaternion(v4.x, v4.y, v4.z, v4.w);
}
function QuaternionToVector4(q : Quaternion) {
return Vector4(q.x, q.y, q.z, q.w);
}
}