EditorGUI.InspectorTitlebar 检视面板标题栏

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

Parameters参数

Returns

bool - The foldout state selected by the user.

返回布尔类型,用户选择的折叠状态。

Description描述

Make an inspector-window-like titlebar.

制作一个检视窗口标题栏。

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

这个标题栏有一个折叠箭头,一个帮助图标和一个设置菜单,设置菜单依赖于提供

的对象类型 。

EditorGUI.InspectorTitlebar 检视面板标题条

Inspector titlebar in an Editor Window.
编辑器窗口中的检视面板标题栏。

// Editor window that shows the detailed rotation (X,Y,Z and W components),
//编辑窗口显示详细的旋转
// the position in 3D space and position in Screen space of the selected
// transform.
//选择变换,在三维空间的位置和屏幕空间的位置
class CustomTransformInspector extends EditorWindow {
	var showing : boolean = true;
	var rotationComp : Vector4;

	@MenuItem("Examples/GameObject detailed inspector")
	static function Init() {
		var window = GetWindow(CustomTransformInspector);
		window.Show();
	}

	function OnInspectorUpdate() {
		Repaint();
	}
	function OnGUI() {
		var currObj = Selection.activeTransform;
		showing = EditorGUI.InspectorTitlebar(Rect(0,0,position.width, 20), showing, currObj);
		if(showing) {
			if(currObj) {
				currObj.position = EditorGUI.Vector3Field(Rect(3,15,position.width-6,20),
					"Position in 3D Space:",
					currObj.position);

				EditorGUI.Vector2Field(Rect(3,50,position.width-6,20),
					"Position in Screen Space:",
					Camera.main.WorldToScreenPoint(currObj.position));

				rotationComp = EditorGUI.Vector4Field(Rect(3, 85, position.width-6, 20),
					"Detailed Rotation:",
					QuaternionToVector4(currObj.localRotation));
				currObj.localRotation = ConvertToQuaternion(rotationComp);

				currObj.localScale = EditorGUI.Vector3Field(Rect(3,120,position.width-6,20),
					"Scale:",
					currObj.localScale);

			} else {
				EditorGUI.DropShadowLabel(Rect(3,15,position.width,20),"Select an Object to inspect");
			}
		}
	}

	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);
	}
}
Page last updated: 2011-6-23