EditorGUILayout.CurveField 曲线字段

static function CurveField (value : AnimationCurve, params options : GUILayoutOption[]) : AnimationCurve
static function CurveField (label : string, value : AnimationCurve, params options : GUILayoutOption[]) : AnimationCurve
static function CurveField (label : GUIContent, value : AnimationCurve, params options : GUILayoutOption[]) : AnimationCurve
static function CurveField (value : AnimationCurve, color : Color, ranges : Rect, params options : GUILayoutOption[]) : AnimationCurve
static function CurveField (label : string, value : AnimationCurve, color : Color, ranges : Rect, params options : GUILayoutOption[]) : AnimationCurve
static function CurveField (label : GUIContent, value : AnimationCurve, color : Color, ranges : Rect, params options : GUILayoutOption[]) : AnimationCurve

Parameters参数

Returns

AnimationCurve - The curve edited by the user.

返回Color,由用户输入的值。

Description描述

Make a field for editing an AnimationCurve.

制作一个用于编辑动画曲线的字段。

EditorGUILayout.CurveField 曲线字段

Create an animation on the different axis and assign it to a GameObject.
在不同轴创建动画并指定到游戏物体。

// Makes the selected GameObject follow the animation curve.
//制作选择的游戏物体跟随动画曲线。
// 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.
//用法:为游戏物体创建曲线X,Y 和 Z轴,选择物体并点击生成曲线。按播放看物体移动

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:

脚本工作的例子:

// This script has to go outside of the Editor Folder.
//这个脚本放在编辑器文件的外面
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));
}
最后修改:2011年7月14日 Thursday 17:43

本脚本参考基于Unity 3.4.1f5

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