public static Vector2 Vector2Field (Rect position, string label, Vector2 value);
public static Vector2 Vector2Field (Rect position, GUIContent label, Vector2 value);

Parámetros

positionRectangle on the screen to use for the field.
labelLabel to display above the field.
valueThe value to edit.

Valor de retorno

Vector2 The value entered by the user.

Descripción

Make an X & Y field for entering a Vector2.


Vector2 field in an Editor Window.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

// Editor window that shows the detailed rotation (X,Y,Z and W components), // the position in 3D space and position in Screen space of the selected // transform.

class CustomTransformInspector : EditorWindow { bool showing = true; Vector4 rotationComp;

[MenuItem("Examples/GameObject detailed inspector")] static void Init() { CustomTransformInspector window = (CustomTransformInspector)EditorWindow.GetWindow(typeof(CustomTransformInspector)); window.Show(); }

void OnInspectorUpdate() { Repaint(); }

void OnGUI() { var currObj = Selection.activeTransform;

showing = EditorGUI.InspectorTitlebar(new Rect(0, 0, position.width, 20), showing, currObj, showing); if (showing) { if (currObj) { currObj.position = EditorGUI.Vector3Field(new Rect(3, 15, position.width - 6, 20), "Position in 3D Space:", currObj.position);

EditorGUI.Vector2Field(new Rect(3, 50, position.width - 6, 20), "Position in Screen Space:", Camera.main.WorldToScreenPoint(currObj.position));

rotationComp = EditorGUI.Vector4Field(new Rect(3, 85, position.width - 6, 20), "Detailed Rotation:", QuaternionToVector4(currObj.localRotation)); currObj.localRotation = ConvertToQuaternion(rotationComp);

currObj.localScale = EditorGUI.Vector3Field(new Rect(3, 120, position.width - 6, 20), "Scale:", currObj.localScale); } else { EditorGUI.DropShadowLabel( new Rect(3, 15, position.width, 20), "Select an Object to inspect"); } } }

Quaternion ConvertToQuaternion(Vector4 v4) { return new Quaternion(v4.x, v4.y, v4.z, v4.w); }

Vector4 QuaternionToVector4(Quaternion q) { return new Vector4(q.x, q.y, q.z, q.w); } }