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.Vector4Field 四维向量字段
static function Vector4Field (label : string, value : Vector4, params options : GUILayoutOption[]) : Vector4
Parameters参数
-
labelOptional label in front of the field. // 字段前面的可选标签。
-
valueThe value to edit. // 编辑的值
-
optionsAn 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
指定额外布局属性的可选列表。这里传递任意值,将覆盖样式定义的设置。
Vector4 - The value entered by the user.
返回Vector4,由用户输入的值。
Description描述
Make an X, Y, Z & W field for entering a Vector4.
制作X, Y, Z & W字段用于输入Vector4。
Modify X,Y,Z and W values directly of a GameObject.
直接修改游戏物体X,Y,Z 和 W的值。
// Simple script that lets you modify the X,Y,Z and W
// Quaternion values of the selected GameObject
//修改选项的游戏物体X,Y,Z 和 W四元数的值。
class ModifyQuaternionDirectly extends EditorWindow {
var quat : Quaternion;
var values : Vector4;
@MenuItem("Examples/Modify internal Quaternion")
static function Init() {
var window = GetWindow(ModifyQuaternionDirectly);
window.Show();
}
function OnGUI() {
values = EditorGUILayout.Vector4Field("Components:",values);
if(GUILayout.Button("Capture Rotation"))
values = QuaternionToVector4(Selection.activeTransform.rotation);
if(GUILayout.Button("Close"))
this.Close();
}
function OnInspectorUpdate() {
if(Selection.activeTransform)
Selection.activeTransform.rotation =
Quaternion(values.x, values.y, values.z, values.w);
}
function QuaternionToVector4(rot : Quaternion) {
return Vector4(rot.x, rot.y, rot.z, rot.w);
}
}
最后修改:2011年7月14日 Thursday 17:05