Version: 2020.2
言語: 日本語
public static void CircleHandleCap (int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType);

パラメーター

controlID ハンドルのコントロール ID
position The position of the handle in the space of Handles.matrix.
rotation The rotation of the handle in the space of Handles.matrix.
size The size of the handle in the space of Handles.matrix. Use HandleUtility.GetHandleSize if you want a constant screen-space size.
eventType ハンドルを動かすためのイベントタイプ。EventType.LayoutEventType.Repaint イベントを処理します。

説明

サークルハンドルを描き、これをハンドル関数に渡します。

EventType.Layout イベントでは、マウスへのハンドルの距離を計算し、それに基づいて HandleUtility.AddControl を呼び出します。

EventType.Repaint イベントでは、ハンドルの形を描画します。

Circle Handle Cap in the Scene View.

Add the following script to your Assets folder as CircleExample.cs and add the CircleExample component to an object in a Scene.

using UnityEngine;

public class CircleExample : MonoBehaviour {}

Add the following script to Assets/Editor as CircleExampleEditor.cs and select the object with the CircleExample component.

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(CircleExample))] public class CircleExampleEditor : Editor { float size = 1f;

protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((CircleExample)target).transform; Handles.color = Handles.xAxisColor; Handles.CircleHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.CircleHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.CircleHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }