controlID | 手柄的控件 ID。 |
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。 |
eventType | 要操作的手柄的事件类型。它经过设计用于处理 EventType.Layout 和 EventType.Repaint 事件。 |
绘制一个圆柱体手柄。将此手柄传递给 handle 函数。
在 EventType.Layout 事件上,计算手柄到鼠标的距离并相应地调用 HandleUtility.AddControl。
在 EventType.Repaint 事件上,绘制手柄形状。
“场景视图中的圆柱体手柄端盖。”
将以下脚本作为 CylinderExample.cs 添加到 Assets 文件夹,然后将 CylinderExample 组件添加到场景中的对象。
using UnityEngine;
public class CylinderExample : MonoBehaviour {}
将以下脚本作为 CylinderExampleEditor.cs 添加到 Assets/Editor,然后选择包含 CylinderExample 组件的对象。
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(CylinderExample))] public class CylinderExampleEditor : Editor { float size = 1f;
protected virtual void OnSceneGUI() { if (Event.current.type == EventType.Repaint) { Transform transform = ((CylinderExample)target).transform; Handles.color = Handles.xAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(3f, 0f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.right), size, EventType.Repaint ); Handles.color = Handles.yAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 3f, 0f), transform.rotation * Quaternion.LookRotation(Vector3.up), size, EventType.Repaint ); Handles.color = Handles.zAxisColor; Handles.CylinderHandleCap( 0, transform.position + new Vector3(0f, 0f, 3f), transform.rotation * Quaternion.LookRotation(Vector3.forward), size, EventType.Repaint ); } } }
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