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class in UnityEditor
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CloseBegin a vertical group with a toggle to enable or disable all the controls within at once.
See Also: BeginToggleGroup.
Align position/rotation/scale of the selected GameObjects.
#pragma strict // C# Example // Simple script that lets you align GameObjects // position/rotation/scale wise with the selected active transform public class Aligner extends EditorWindow { var pos: boolean[] = [true, true, true]; var rot: boolean[] = [true, true, true]; var scale: boolean[] = [true, true, true]; var posGroupEnabled: boolean = true; var rotGroupEnabled: boolean = true; var scaleGroupEnabled: boolean = false; function OnGUI() { var posGroup: var = new EditorGUILayout.ToggleGroupScope("Align position", posGroupEnabled); { posGroupEnabled = posGroup.enabled; pos[0] = EditorGUILayout.Toggle("x", pos[0]); pos[1] = EditorGUILayout.Toggle("y", pos[1]); pos[2] = EditorGUILayout.Toggle("z", pos[2]); } var rotGroup: var = new EditorGUILayout.ToggleGroupScope("Align rotation", rotGroupEnabled); { rotGroupEnabled = rotGroup.enabled; rot[0] = EditorGUILayout.Toggle("x", rot[0]); rot[1] = EditorGUILayout.Toggle("y", rot[1]); rot[2] = EditorGUILayout.Toggle("z", rot[2]); } var scaleGroup: var = new EditorGUILayout.ToggleGroupScope("Align scale", scaleGroupEnabled); { scaleGroupEnabled = scaleGroup.enabled; scale[0] = EditorGUILayout.Toggle("x", scale[0]); scale[1] = EditorGUILayout.Toggle("y", scale[1]); scale[2] = EditorGUILayout.Toggle("z", scale[2]); } GUILayout.Space(30); if (GUILayout.Button("Align!")) Align(); } function Align() { var transforms: Transform[] = Selection.transforms; var activeTransform: Transform = Selection.activeTransform; if (transforms.Length < 2) { Debug.LogWarning("Aligner: select at least two objects."); return ; } for (var i: int = 0; i < transforms.Length; i++) { if (posGroupEnabled) { var newPos: Vector3; newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x; newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y; newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z; transforms[i].position = newPos; } if (rotGroupEnabled) { var newRot: Vector3; newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x; newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y; newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z; transforms[i].rotation = Quaternion.Euler(newRot); } if (scaleGroupEnabled) { var newScale: Vector3; newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x; newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y; newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z; transforms[i].localScale = newScale; } } } @MenuItem("Examples/Position-Rotation-Scale Aligner") static function Init() { var window: Aligner = AlignerEditorWindow.GetWindow(Aligner); window.Show(); } }
// C# Example // Simple script that lets you align GameObjects // position/rotation/scale wise with the selected active transform using UnityEngine; using UnityEditor; public class Aligner : EditorWindow { bool[] pos = new bool[3] { true, true, true }; bool[] rot = new bool[3] { true, true, true }; bool[] scale = new bool[3] { true, true, true }; bool posGroupEnabled = true; bool rotGroupEnabled = true; bool scaleGroupEnabled = false; void OnGUI() { using (var posGroup = new EditorGUILayout.ToggleGroupScope ("Align position", posGroupEnabled)) { posGroupEnabled = posGroup.enabled; pos[0] = EditorGUILayout.Toggle("x", pos[0]); pos[1] = EditorGUILayout.Toggle("y", pos[1]); pos[2] = EditorGUILayout.Toggle("z", pos[2]); } using (var rotGroup = new EditorGUILayout.ToggleGroupScope ("Align rotation", rotGroupEnabled)) { rotGroupEnabled = rotGroup.enabled; rot[0] = EditorGUILayout.Toggle("x", rot[0]); rot[1] = EditorGUILayout.Toggle("y", rot[1]); rot[2] = EditorGUILayout.Toggle("z", rot[2]); } using (var scaleGroup = new EditorGUILayout.ToggleGroupScope ("Align scale", scaleGroupEnabled)) { scaleGroupEnabled = scaleGroup.enabled; scale[0] = EditorGUILayout.Toggle("x", scale[0]); scale[1] = EditorGUILayout.Toggle("y", scale[1]); scale[2] = EditorGUILayout.Toggle("z", scale[2]); } GUILayout.Space(30); if (GUILayout.Button("Align!")) Align(); } void Align() { Transform[] transforms = Selection.transforms; Transform activeTransform = Selection.activeTransform; if (transforms.Length < 2) { Debug.LogWarning("Aligner: select at least two objects."); return; } for (int i = 0; i < transforms.Length; i++) { if (posGroupEnabled) { Vector3 newPos; newPos.x = pos[0] ? activeTransform.position.x : transforms[i].position.x; newPos.y = pos[1] ? activeTransform.position.y : transforms[i].position.y; newPos.z = pos[2] ? activeTransform.position.z : transforms[i].position.z; transforms[i].position = newPos; } if (rotGroupEnabled) { Vector3 newRot; newRot.x = rot[0] ? activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x; newRot.y = rot[1] ? activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y; newRot.z = rot[2] ? activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z; transforms[i].rotation = Quaternion.Euler(newRot); } if (scaleGroupEnabled) { Vector3 newScale; newScale.x = scale[0] ? activeTransform.localScale.x : transforms[i].localScale.x; newScale.y = scale[1] ? activeTransform.localScale.y : transforms[i].localScale.y; newScale.z = scale[2] ? activeTransform.localScale.z : transforms[i].localScale.z; transforms[i].localScale = newScale; } } } [MenuItem("Examples/Position-Rotation-Scale Aligner")] static void Init() { Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner)); window.Show(); } }
enabled | The enabled state selected by the user. |
EditorGUILayout.ToggleGroupScope |