Version: 2022.1
言語: 日本語
public static float ScaleValueHandle (float value, Vector3 position, Quaternion rotation, float size, Handles.CapFunction capFunction, float snap);

パラメーター

value ユーザーが変更できる値
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.
snap The snap increment. See Handles.SnapValue.
capFunction The function to call for doing the actual drawing.

戻り値

float ユーザーのハンドル操作によって更新された値。ユーザーがハンドルを操作しない場合は、関数に渡した値と同じ値が返されます。

説明

Make a 3D handle that scales a single float.

This method will draw a 3D-draggable handle on the screen. The handle does not move and will scale a single float up and down.


Scale Value handle in the Scene view with an arrow cap as the handle.

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

using UnityEngine;

[ExecuteInEditMode, RequireComponent(typeof(Light))] public class LightColorLerp : MonoBehaviour { [SerializeField] private Color m_Color1 = Color.red; [SerializeField] private Color m_Color2 = Color.green;

public float amount { get { return m_Amount; } set { m_Amount = Mathf.Clamp01(value); } } [SerializeField, Range(0f, 1f)] private float m_Amount = 1f;

private Light m_Light;

protected virtual void OnEnable() { m_Light = GetComponent<Light>(); }

public virtual void Update() { m_Light.color = Color.Lerp(m_Color1, m_Color2, m_Amount); } }

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

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(LightColorLerp)), CanEditMultipleObjects] public class LightColorLerpEditor : Editor { protected virtual void OnSceneGUI() { LightColorLerp colorLerp = (LightColorLerp)target;

float size = HandleUtility.GetHandleSize(colorLerp.transform.position) * 5f; float snap = 0.1f;

EditorGUI.BeginChangeCheck(); float newAmount = Handles.ScaleValueHandle(colorLerp.amount, colorLerp.transform.position, Quaternion.identity, size, Handles.ArrowHandleCap, snap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(colorLerp, "Change Light Color Interpolation"); colorLerp.amount = newAmount; colorLerp.Update(); } } }