static function BeginToggleGroup (label : GUIContent, toggle : bool) : bool
Parameters
Name | Description |
label |
Label to show above the toggled controls.
|
toggle |
Enabled state of the toggle group.
|
Returns
bool - The enabled state selected by the user.
Description
Begin a vertical group with a toggle to enable or disable all the controls within at once.
See Also: EndToggleGroup.
Align position/rotation/scale of the selected GameObjects.
using UnityEngine;
using UnityEditor;
public class Aligner :
EditorWindow {
bool[] pos =
new bool[3] { true, true, true };
bool[] rot =
new bool[3] { true, true, true };
bool[] scale =
new bool[3] { true, true, true };
bool posGroupEnabled = true;
bool rotGroupEnabled = true;
bool scaleGroupEnabled =
false;
void OnGUI() {
posGroupEnabled =
EditorGUILayout.BeginToggleGroup(
"Align position", posGroupEnabled);
pos[0] =
EditorGUILayout.Toggle(
"x", pos[0]);
pos[1] =
EditorGUILayout.Toggle(
"y", pos[1]);
pos[2] =
EditorGUILayout.Toggle(
"z", pos[2]);
EditorGUILayout.EndToggleGroup();
rotGroupEnabled =
EditorGUILayout.BeginToggleGroup(
"Align rotation", rotGroupEnabled);
rot[0] =
EditorGUILayout.Toggle(
"x", rot[0]);
rot[1] =
EditorGUILayout.Toggle(
"y", rot[1]);
rot[2] =
EditorGUILayout.Toggle(
"z", rot[2]);
EditorGUILayout.EndToggleGroup();
scaleGroupEnabled =
EditorGUILayout.BeginToggleGroup(
"Align scale", scaleGroupEnabled);
scale[0] =
EditorGUILayout.Toggle(
"x", scale[0]);
scale[1] =
EditorGUILayout.Toggle(
"y", scale[1]);
scale[2] =
EditorGUILayout.Toggle(
"z", scale[2]);
EditorGUILayout.EndToggleGroup();
GUILayout.Space(30);
if (
GUILayout.Button(
"Align!"))
Align();
}
void Align() {
Transform[] transforms =
Selection.transforms;
Transform activeTransform =
Selection.activeTransform;
if (transforms.Length < 2) {
Debug.LogWarning(
"Aligner: select at least two objects.");
return;
}
for (
int i = 0; i < transforms.Length; i++) {
if (posGroupEnabled) {
Vector3 newPos;
newPos.x = pos[0] ?
activeTransform.position.x : transforms[i].position.x;
newPos.y = pos[1] ?
activeTransform.position.y : transforms[i].position.y;
newPos.z = pos[2] ?
activeTransform.position.z : transforms[i].position.z;
transforms[i].position = newPos;
}
if (rotGroupEnabled) {
Vector3 newRot;
newRot.x = rot[0] ?
activeTransform.rotation.eulerAngles.x : transforms[i].rotation.eulerAngles.x;
newRot.y = rot[1] ?
activeTransform.rotation.eulerAngles.y : transforms[i].rotation.eulerAngles.y;
newRot.z = rot[2] ?
activeTransform.rotation.eulerAngles.z : transforms[i].rotation.eulerAngles.z;
transforms[i].rotation =
Quaternion.Euler(newRot);
}
if (scaleGroupEnabled) {
Vector3 newScale;
newScale.x = scale[0] ?
activeTransform.localScale.x : transforms[i].localScale.x;
newScale.y = scale[1] ?
activeTransform.localScale.y : transforms[i].localScale.y;
newScale.z = scale[2] ?
activeTransform.localScale.z : transforms[i].localScale.z;
transforms[i].localScale = newScale;
}
}
}
[
MenuItem(
"Examples/Position-Rotation-Scale Aligner")]
static void Init() {
Aligner window = (Aligner)
EditorWindow.GetWindow(typeof(Aligner));
window.Show();
}
}