Make a small space between the previous control and the following.
Custom inspector that shows the X,Y,Z,W quaternion components of a transform.
// Create a custom transform inspector that shows the X,Y,Z,W quaternion components
// instead of the rotation angles.
class InspectorTitlebarUsage extends EditorWindow {
var fold : boolean = true;
var rotationComponents : Vector4;
var selectedTransform : Transform;
@MenuItem("Examples/Inspector Titlebar")
static function Init() {
var window = GetWindow(InspectorTitlebarUsage);
window.Show();
}
function OnGUI() {
if(Selection.activeGameObject) {
selectedTransform = Selection.activeGameObject.transform;
fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform);
if(fold) {
selectedTransform.position =
EditorGUILayout.Vector3Field("Position", selectedTransform.position);
EditorGUILayout.Space();
rotationComponents =
EditorGUILayout.Vector4Field("Detailed Rotation",
QuaternionToVector4(selectedTransform.localRotation));
EditorGUILayout.Space();
selectedTransform.localScale =
EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale);
}
selectedTransform.localRotation = ConvertToQuaternion(rotationComponents);
EditorGUILayout.Space();
}
}
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);
}
function OnInspectorUpdate() {
this.Repaint();
}
}