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ClosesceneView | The Scene view that Actions.EditorAction.OnSceneGUI is called in. |
Callback raised when the Scene view calls OnGUI.
Use this method to implement any handles or interactive code. This is equivalent in functionality to EditorTool.OnToolGUI.
using System; using UnityEditor; using UnityEditor.Actions; using UnityEditor.Overlays; using UnityEngine; using UnityEngine.UIElements; public class EditorActionSampleOverlay : Overlay { Vector3Field m_Field; public Action<Vector3> positionChanged; public void SetPosition(Vector3 position) { m_Field?.SetValueWithoutNotify(position); } public override VisualElement CreatePanelContent() { m_Field = new Vector3Field(); m_Field.RegisterValueChangedCallback((evt) => positionChanged?.Invoke(evt.newValue)); return m_Field; } } public class EditorActionSample : EditorAction { [MenuItem("Test/Start Action Sample")] static void StartEditorActionSample() { Start(new EditorActionSample()); } public Vector3 handlePosition = Vector3.zero; EditorActionSampleOverlay m_Overlay; public EditorActionSample() { // Create the overlay when the action is created m_Overlay = new EditorActionSampleOverlay(); m_Overlay.SetPosition(handlePosition); m_Overlay.positionChanged += (value) => handlePosition = value; SceneView.AddOverlayToActiveView(m_Overlay); m_Overlay.displayed = true; } protected override void OnFinish(EditorActionResult result) { // Remove the overlay when the action is finished SceneView.RemoveOverlayFromActiveView(m_Overlay); Debug.Log($"Action Finished [{result}] with position: {handlePosition}"); } public override void OnSceneGUI(SceneView sceneView) { EditorGUI.BeginChangeCheck(); handlePosition = Handles.PositionHandle(handlePosition, Quaternion.identity); if (EditorGUI.EndChangeCheck()) { m_Overlay.SetPosition(handlePosition); } } }
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