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. |
AnimationCurve The curve edited by the user.
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"); } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;
public class FollowCurve : EditorWindow { AnimationCurve curveX = AnimationCurve.Linear(0, 0, 10, 10); AnimationCurve curveY = AnimationCurve.Linear(0, 0, 10, 10); AnimationCurve curveZ = AnimationCurve.Linear(0, 0, 10, 10);
[MenuItem("Examples/Create Curve For Object")] static void Init() { FollowCurve window = (FollowCurve)EditorWindow.GetWindow(typeof(FollowCurve)); window.Show(); }
void 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(); }
void AddCurveToSelectedGameObject() { if (Selection.activeGameObject) { FollowAnimationCurve comp = 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)); }
using UnityEngine; using System.Collections;
public class FollowAnimationCurve : MonoBehaviour { public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ;
public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; }
void Update() { transform.position = new Vector3(curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); } }
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. |
label | Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. |
Make a field for editing an AnimationCurve.