Handles.ScaleValueHandle

切换到手册
public static float ScaleValueHandle (float value, Vector3 position, Quaternion rotation, float size, Handles.CapFunction capFunction, float snap);

参数

value用户可以修改的值。
position Handles.matrix 空间中手柄的位置。
rotation Handles.matrix 空间中手柄的旋转。
size Handles.matrix 空间中手柄的大小。如果您想要一个恒定的屏幕空间大小,请使用 HandleUtility.GetHandleSize
snap贴靠增量。请参阅 Handles.SnapValue
capFunction要在执行实际绘制时调用的函数。

返回

float 通过用户与手柄的交互修改的新值。如果用户没有移动手柄,则将返回您传递给相应函数的值。

描述

创建一个缩放单个浮点的 3D 手柄。

This method will draw a 3D-draggable handle on the screen. The handle does not move and will scale a single float up and down.


Scale Value handle in the scene view with an arrow cap as the handle.

Add the following script to your Assets folder as LightColorLerp.cs and add the LightColorLerp component to an object in a scene.

using UnityEngine;

[ExecuteInEditMode, RequireComponent(typeof(Light))] public class LightColorLerp : MonoBehaviour { [SerializeField] private Color m_Color1 = Color.red; [SerializeField] private Color m_Color2 = Color.green;

public float amount { get { return m_Amount; } set { m_Amount = Mathf.Clamp01(value); } } [SerializeField, Range(0f, 1f)] private float m_Amount = 1f;

private Light m_Light;

protected virtual void OnEnable() { m_Light = GetComponent<Light>(); }

public virtual void Update() { m_Light.color = Color.Lerp(m_Color1, m_Color2, m_Amount); } }

将以下脚本作为 LightColorLerpEditor.cs 添加到 Assets/Editor,然后选择包含 LightColorLerp 组件的对象。

using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(LightColorLerp)), CanEditMultipleObjects] public class LightColorLerpEditor : Editor { protected virtual void OnSceneGUI() { LightColorLerp colorLerp = (LightColorLerp)target;

float size = HandleUtility.GetHandleSize(colorLerp.transform.position) * 5f; float snap = 0.1f;

EditorGUI.BeginChangeCheck(); float newAmount = Handles.ScaleValueHandle(colorLerp.amount, colorLerp.transform.position, Quaternion.identity, size, Handles.ArrowHandleCap, snap); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(colorLerp, "Change Light Color Interpolation"); colorLerp.amount = newAmount; colorLerp.Update(); } } }