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 = Time.time),

	curveY.Evaluate(Time.time),

	curveZ.Evaluate(Time.time));

}
Page last updated: 2011-7-14