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EditorGUILayout.CurveField

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public static function CurveField(label: GUIContent, value: AnimationCurve, color: Color, ranges: Rect, params options: GUILayoutOption[]): AnimationCurve;
public static AnimationCurve CurveField(GUIContent label, AnimationCurve value, Color color, Rect ranges, params GUILayoutOption[] options);
public static def CurveField(label as GUIContent, value as AnimationCurve, color as Color, ranges as Rect, *options as GUILayoutOption[]) as AnimationCurve

Parameters

label Optional label to display in front of the field.
value The curve to edit.
color The color to show the curve with.
ranges Optional rectangle that the curve is restrained within.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

AnimationCurve The curve edited by the user.

Description

Make a field for editing an AnimationCurve.


Create an animation on the different axis and assign it to a GameObject.

	// Makes the selected GameObject follow the animation curve.
	//
	// Usage: Generate the curves for X,Y and Z axis of your desired GameObject
	// Select an Object and click Generate Curve.
	// Press Play and see your object moving.
	
	
	class FollowCurve extends EditorWindow {
	
	
		var curveX : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
		var curveY : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
		var curveZ : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
		
	
		@MenuItem("Examples/Create Curve For Object")
		static function Init() {
			var window = GetWindow(FollowCurve);
			window.Show();
		}
		
		function OnGUI() {
			curveX = EditorGUILayout.CurveField("Animation on X", curveX);
			curveY = EditorGUILayout.CurveField("Animation on Y", curveY);
			curveZ = EditorGUILayout.CurveField("Animation on Z", curveZ);
			
			if(GUILayout.Button("Generate Curve"))
				AddCurveToSelectedGameObject();
		}
		
		function  AddCurveToSelectedGameObject() {
			if(Selection.activeGameObject) {
				var comp : FollowAnimationCurve = 
					Selection.activeGameObject.AddComponent(FollowAnimationCurve);
				comp.SetCurves(curveX, curveY, curveZ);
			} else {
				Debug.LogError("No Game Object selected for adding an animation curve");
			}
		}
	}

And the script that works with the example:

	// This script has to go outside of the Editor Folder.
	
	var curveX : AnimationCurve;
	var curveY : AnimationCurve;
	var curveZ : AnimationCurve;
	
	function SetCurves(xC : AnimationCurve, yC : AnimationCurve, zC : AnimationCurve) {
		curveX = xC;
		curveY = yC;
		curveZ = zC;
	}
	function Update() {
		transform.position = Vector3(curveX.Evaluate(Time.time),
									curveY.Evaluate(Time.time),
									curveZ.Evaluate(Time.time));
	}

Parameters

property The curve to edit.
color The color to show the curve with.
ranges Optional rectangle that the curve is restrained within.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Description

Make a field for editing an AnimationCurve.