Name | Description |
---|---|
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. |
options |
An optional list of layout options that specify extra layouting 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 |
AnimationCurve - The curve edited by the user.
Make a field for editing an AnimationCurve.
Create an animation on the different axis and assign it to a GameObject.
// Makes the selected GameObject follow the animation curve.
//
// Usage: Generate the curves for X,Y and Z axis of your desired GameObject
// Select an Object and click Generate Curve.
// Press Play and see your object moving.
class FollowCurve extends EditorWindow {
var curveX : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
var curveY : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
var curveZ : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
@MenuItem("Examples/Create Curve For Object")
static function Init() {
var window = GetWindow(FollowCurve);
window.Show();
}
function OnGUI() {
curveX = EditorGUILayout.CurveField("Animation on X", curveX);
curveY = EditorGUILayout.CurveField("Animation on Y", curveY);
curveZ = EditorGUILayout.CurveField("Animation on Z", curveZ);
if(GUILayout.Button("Generate Curve"))
AddCurveToSelectedGameObject();
}
function AddCurveToSelectedGameObject() {
if(Selection.activeGameObject) {
var comp : FollowAnimationCurve =
Selection.activeGameObject.AddComponent(FollowAnimationCurve);
comp.SetCurves(curveX, curveY, curveZ);
} else {
Debug.LogError("No Game Object selected for adding an animation curve");
}
}
}
And the script that works with the example:
// This script has to go outside of the Editor Folder.
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));
}