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
// Simple script that lets you modify the X,Y,Z and W // Quaternion values of the selected GameObject
class ModifyQuaternionDirectly extends EditorWindow {
var quat : Quaternion; var values : Vector4;
@MenuItem("Examples/Modify internal Quaternion") static function Init() { var window = GetWindow(ModifyQuaternionDirectly); window.Show(); }
function OnGUI() {
values = EditorGUILayout.Vector4Field("Components:",values);
if(GUILayout.Button("Capture Rotation")) values = QuaternionToVector4(Selection.activeTransform.rotation);
if(GUILayout.Button("Close")) this.Close(); }
function OnInspectorUpdate() { if(Selection.activeTransform) Selection.activeTransform.rotation = Quaternion(values.x, values.y, values.z, values.w); }
function QuaternionToVector4(rot : Quaternion) { return 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); } }