EditorGUILayout
- BeginHorizontal
- BeginScrollView
- BeginToggleGroup
- BeginVertical
- BoundsField
- ColorField
- CurveField
- EndHorizontal
- EndScrollView
- EndToggleGroup
- EndVertical
- EnumPopup
- FloatField
- Foldout
- InspectorTitlebar
- IntField
- IntPopup
- IntSlider
- LabelField
- LayerField
- MinMaxSlider
- ObjectField
- PasswordField
- Popup
- PrefixLabel
- PropertyField
- RectField
- SelectableLabel
- Slider
- Space
- TagField
- TextArea
- TextField
- Toggle
- Vector2Field
- Vector3Field
- Vector4Field
EditorGUILayout.BeginToggleGroup 开始开关组
static function BeginToggleGroup (label : string, toggle : bool) : bool
static function BeginToggleGroup (label : GUIContent, toggle : bool) : bool
Parameters参数
-
labelLabel to show above the toggled controls.
开关控件上显示的标签 -
toggleEnabled state of the toggle group.
开关组的启用状态
bool - The enabled state selected by the user.
返回布尔,用于选择的开启状态。
Description描述
Begin a vertical group with a toggle to enable or disable all the controls within at once.
开始带有开关按钮的一个垂直组,在这里立即启用或禁用控件。
参见:EndToggleGroup.
Align position/rotation/scale of the selected GameObjects.
对齐选择游戏物体的位置/旋转/缩放。
// C# Example
// Simple script that lets you align GameObjects
// position/rotation/scale wise with the selected active transform
//对齐选择变换的位置/旋转/缩放。
using UnityEngine;
using UnityEditor;
public class Aligner : EditorWindow {
bool[] pos = new bool[3] { true, true, true };
bool[] rot = new bool[3] { true, true, true };
bool[] scale = new bool[3] { true, true, true };
bool posGroupEnabled = true;
bool rotGroupEnabled = true;
bool scaleGroupEnabled = false;
void OnGUI() {
posGroupEnabled = EditorGUILayout.BeginToggleGroup("Align position", posGroupEnabled);
pos[0] = EditorGUILayout.Toggle("x", pos[0]);
pos[1] = EditorGUILayout.Toggle("y", pos[1]);
pos[2] = EditorGUILayout.Toggle("z", pos[2]);
EditorGUILayout.EndToggleGroup();
rotGroupEnabled = EditorGUILayout.BeginToggleGroup("Align rotation", rotGroupEnabled);
rot[0] = EditorGUILayout.Toggle("x", rot[0]);
rot[1] = EditorGUILayout.Toggle("y", rot[1]);
rot[2] = EditorGUILayout.Toggle("z", rot[2]);
EditorGUILayout.EndToggleGroup();
scaleGroupEnabled = EditorGUILayout.BeginToggleGroup("Align scale", scaleGroupEnabled);
scale[0] = EditorGUILayout.Toggle("x", scale[0]);
scale[1] = EditorGUILayout.Toggle("y", scale[1]);
scale[2] = EditorGUILayout.Toggle("z", scale[2]);
EditorGUILayout.EndToggleGroup();
GUILayout.Space(30);
if (GUILayout.Button("Align!"))
Align();
}
void Align() {
Transform[] transforms = Selection.transforms;
Transform activeTransform = Selection.activeTransform;
if (transforms.Length < 2) {
Debug.LogWarning("Aligner: select at least two objects.");
return;
}
for (int i = 0; i < transforms.Length; i++) {
if (posGroupEnabled) {
Vector3 newPos;
newPos.x = pos[0] ?
activeTransform.position.x : transforms[i].position.x;
newPos.y = pos[1] ?
activeTransform.position.y : transforms[i].position.y;
newPos.z = pos[2] ?
activeTransform.position.z : transforms[i].position.z;
transforms[i].position = newPos;
}
if (rotGroupEnabled) {
Vector3 newRot;
newRot.x = rot[0] ?
activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x;
newRot.y = rot[1] ?
activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y;
newRot.z = rot[2] ?
activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z;
transforms[i].rotation = Quaternion.Euler(newRot);
}
if (scaleGroupEnabled) {
Vector3 newScale;
newScale.x = scale[0] ?
activeTransform.localScale.x : transforms[i].localScale.x;
newScale.y = scale[1] ?
activeTransform.localScale.y : transforms[i].localScale.y;
newScale.z = scale[2] ?
activeTransform.localScale.z : transforms[i].localScale.z;
transforms[i].localScale = newScale;
}
}
}
[MenuItem("Examples/Position-Rotation-Scale Aligner")]
static void Init() {
Aligner window = (Aligner)EditorWindow.GetWindow(typeof(Aligner));
window.Show();
}
}
最后修改:2011年7月14日 Thursday 20:06