id | (可选)覆盖此 Slider2D 实例的默认 ControlID。 |
handlePos | Handles.matrix 空间中当前点的位置。 |
offset | (可选)在 handlePos 渲染 Slider2D,但将 Slider2D 的原点视为 handlePos + 偏移。这对于相对于另一个对象或手柄放置/渲染的 Slider2D 实例非常有用。 |
handleDir | Handles.matrix 空间中手柄的方向,仅用于手柄渲染。 |
slideDir1 | Handles.matrix 空间中滑动条的移动平面的第一个轴。 |
slideDir2 | Handles.matrix 空间中滑动条的移动平面的第二个轴。 |
handleSize | Handles.matrix 空间中手柄的大小。如果您想要一个恒定的屏幕空间大小,请使用 HandleUtility.GetHandleSize。 |
snap | (浮点或 Vector2)沿着两个轴的贴靠增量,可以是一致的,也可以根据每个轴设置。请参阅 Handles.SnapValue。 |
drawHelper | (默认值:false)拖动时,围绕手柄渲染一个矩形。 |
capFunction | 要在执行实际绘制时调用的函数。 |
Vector3 通过用户与手柄的交互修改的新值。如果用户没有移动手柄,则将返回传递给相应函数的位置值。
创建一个沿两个轴定义的平面移动的 3D 滑动条。
此方法将会在屏幕上绘制一个可拖动的 3D 手柄。该手柄只能沿着 3D 空间中的平面滑动。\ \ \ 场景视图中的 2D 滑动条手柄。\ \ 将以下脚本作为 Slider2DExample.cs 添加到 Assets 文件夹,然后将 Slider2DExample 组件添加到场景中的对象。
using UnityEngine;
[ExecuteInEditMode] public class Slider2DExample : MonoBehaviour { public Vector3 targetPosition { get { return m_TargetPosition; } set { m_TargetPosition = value; } } [SerializeField] private Vector3 m_TargetPosition = new Vector3(1f, 0f, 2f);
public virtual void Update() { transform.LookAt(m_TargetPosition); } }
将以下脚本作为 Slider2DExampleEditor.cs 添加到 Assets/Editor,然后选择包含 Slider2DExample 组件的对象。
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(Slider2DExample)), CanEditMultipleObjects] public class Slider2DExampleEditor : Editor { protected virtual void OnSceneGUI() { Slider2DExample example = (Slider2DExample)target;
float size = HandleUtility.GetHandleSize(example.targetPosition) * 0.5f; float snap = 0.1f; Vector3 handleDirection = Vector3.up;
EditorGUI.BeginChangeCheck(); Vector3 newTargetPosition = Handles.Slider2D(example.targetPosition, handleDirection, Vector3.right, Vector3.forward, size, Handles.CircleHandleCap, snap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(example, "Change Look At Target Position"); example.targetPosition = newTargetPosition; example.Update(); } } }
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