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.Layout と EventType.Repaint イベントを処理します。 |
シリンダー 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。
Cylinder Handle Cap in the Scene View.
Add the following script to your Assets folder as CylinderExample.cs and add the CylinderExample component to an object in a Scene.
using UnityEngine;
public class CylinderExample : MonoBehaviour {}
Add the following script to Assets/Editor as CylinderExampleEditor.cs and select the object with the CylinderExample component.
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(CylinderExample))] public class CylinderExampleEditor : Editor { float size = 1f;
protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((CylinderExample)target).transform; Handles.color = Handles.xAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }