| label | Label to display above the field. |
| value | The value to edit. |
| 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. |
Vector4 The value entered by the user.
Make an X, Y, Z & W field for entering a Vector4.
Modify X,Y,Z and W values directly of a GameObject.
#pragma strict
public class ModifyQuaternionDirectly extends UnityEditor.EditorWindow {
var quat: Quaternion;
public var value: Vector4;
@MenuItem("Examples/Modify internal Quaternion")
static function Init() {
var window: ModifyQuaternionDirectly = ModifyQuaternionDirectlyEditorWindow.GetWindow(ModifyQuaternionDirectly, true, "My Empty Window");
window.Show();
}
function OnGUI() {
value = EditorGUILayout.Vector4Field("Components:", value);
if (GUILayout.Button("Capture Rotation"))
value = QuaternionToVector4(Selection.activeTransform.rotation);
if (GUILayout.Button("Close"))
this.Close();
}
static function QuaternionToVector4(rot: Quaternion) {
return new Vector4(rot.x, rot.y, rot.z, rot.w);
}
}
using UnityEngine; using UnityEditor;
public class ModifyQuaternionDirectly : UnityEditor.EditorWindow {
Quaternion quat; public Vector4 value; [MenuItem ("Examples/Modify internal Quaternion")] static void Init() { ModifyQuaternionDirectly window = (ModifyQuaternionDirectly)EditorWindow.GetWindow(typeof(ModifyQuaternionDirectly),true, "My Empty Window"); window.Show(); }
void OnGUI() { value = EditorGUILayout.Vector4Field("Components:",value); if(GUILayout.Button("Capture Rotation")) value = QuaternionToVector4(Selection.activeTransform.rotation); if(GUILayout.Button("Close")) this.Close(); } static Vector4 QuaternionToVector4(Quaternion rot){ return new Vector4(rot.x, rot.y, rot.z, rot.w); } }