EditorGUILayout.InspectorTitlebar 检视面板标题栏

static function InspectorTitlebar (foldout : bool, targetObj : Object) : bool

Parameters参数

Returns

bool - The foldout state selected by the user.

返回布尔,由用户选择的折叠状态。

Description描述

Make an inspector-window-like titlebar.

制作一个检视面板的标题栏。

EditorGUILayout.InspectorTitlebar 检视面板标题栏

Create a custom inspector that shows the X,Y,Z,W quaternion components on the rotation.
创建一个自定义检视面板,显示X,Y,Z,W旋转四元数组件。

// Create a custom transform inspector that shows the X,Y,Z,W quaternion components

// instead of the rotation angles.

//创建一个自定义变换检视面板,显示X,Y,Z,W四元数组件,而不是旋转角度

class InspectorTitlebarUsage extends EditorWindow {



	var fold : boolean = true;

	var rotationComponents : Vector4;

	var selectedTransform : Transform;



	@MenuItem("Examples/Inspector Titlebar")

	static function Init() {

	var window = GetWindow(InspectorTitlebarUsage);

	window.Show();

	}

	function OnGUI() {

		if(Selection.activeGameObject) {

			selectedTransform = Selection.activeGameObject.transform;

			fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform);

			if(fold) {

				selectedTransform.position =

				EditorGUILayout.Vector3Field("Position", selectedTransform.position);

				EditorGUILayout.Space();

				rotationComponents =

				EditorGUILayout.Vector4Field("Detailed Rotation",

				QuaternionToVector4(selectedTransform.localRotation));

				EditorGUILayout.Space();

				selectedTransform.localScale =

				EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale);

			}

			selectedTransform.localRotation = ConvertToQuaternion(rotationComponents);

			EditorGUILayout.Space();

		}

	}



	function ConvertToQuaternion(v4 : Vector4) {

		return Quaternion(v4.x, v4.y, v4.z, v4.w);

	}

	function QuaternionToVector4(q : Quaternion) {

		return Vector4(q.x, q.y, q.z, q.w);

	}

	function OnInspectorUpdate() {

		this.Repaint();

	}

}

The titlebar has an arrow for foling out, a help icon, and a settings menu that depends on the type of the object supplied.

标题栏有可折叠箭头,帮助图标和设置菜单,取决于物体支持的类型。

Page last updated: 2011-7-14