Version: 2023.1

Handles.RotationHandle

切换到手册
public static Quaternion RotationHandle (Quaternion rotation, Vector3 position);
public static Quaternion RotationHandle (Handles.RotationHandleIds ids, Quaternion rotation, Vector3 position);

参数

rotation The orientation of the handle in 3D space.
position The center of the handle in 3D space.
ids The control IDs of the handles. Use RotationHandleIds.default.

返回

Quaternion 通过用户与手柄的交互修改的新旋转值。如果用户没有移动手柄,则将返回您传递给相应函数的值。

描述

创建一个场景视图旋转手柄。

此手柄的行为类似于 Unity 中的内置旋转工具。如果您已经向 Undo.SetSnapshotTarget 分配了某些内容,它将完全支持 Undo。 **注意**:如果您希望拥有恒定屏幕大小的手柄,请使用 HandleUtility.GetHandleSize

\ 从旋转手柄旋转附加的对象。

// Name this script "RotateAtPointEditor"
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(RotateAtPoint))] [CanEditMultipleObjects] public class RotateAtPointEditor : Editor { public void OnSceneGUI() { RotateAtPoint t = (target as RotateAtPoint);

EditorGUI.BeginChangeCheck(); Quaternion rot = Handles.RotationHandle(t.rot, Vector3.zero); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Rotated RotateAt Point"); t.rot = rot; t.Update(); } } }

附加到此游戏对象的脚本:

// Name this script "RotateAtPoint"
using UnityEngine;

[ExecuteInEditMode] public class RotateAtPoint : MonoBehaviour { public Quaternion rot = Quaternion.identity; public void Update() { transform.rotation = rot; } }