EditorGUI.InspectorTitlebar 检视面板标题栏
static function InspectorTitlebar (position : Rect, foldout : bool, targetObj : Object) : bool
Parameters参数
- positionRectangle on the screen to use for the titlebar.
屏幕上使用标题栏的矩形区域 - foldoutThe foldout state shown with the arrow.
带箭头显示折叠状态 - targetObjThe object (for example a component) that the titlebar is for.
使用标题栏的对象(例如一个组件)
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 。
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);}}