EditorGUILayout.CurveField Manual     Reference     Scripting  
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EditorGUILayout.CurveField

static function CurveField (value : AnimationCurve, params options : GUILayoutOption[]) : AnimationCurve

static function CurveField (label : string, value : AnimationCurve, params options : GUILayoutOption[]) : AnimationCurve

static function CurveField (label : GUIContent, value : AnimationCurve, params options : GUILayoutOption[]) : AnimationCurve

static function CurveField (value : AnimationCurve, color : Color, ranges : Rect, params options : GUILayoutOption[]) : AnimationCurve

static function CurveField (label : string, value : AnimationCurve, color : Color, ranges : Rect, params options : GUILayoutOption[]) : AnimationCurve

static function CurveField (label : GUIContent, value : AnimationCurve, color : Color, ranges : Rect, params options : GUILayoutOption[]) : AnimationCurve

Parameters

NameDescription
label Optional label to display in front of the field.
value The curve to edit.
color The color to show the curve with.
ranges Optional rectangle that the curve is restrained within.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight

Returns

AnimationCurve - The curve edited by the user.

Description

Make a field for editing an AnimationCurve.


Create an animation on the different axis and assign it to a GameObject.

// Makes the selected GameObject follow the animation curve.
//
// Usage: Generate the curves for X,Y and Z axis of your desired GameObject
// Select an Object and click Generate Curve.
// Press Play and see your object moving.


class FollowCurve extends EditorWindow {


var curveX : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
var curveY : AnimationCurve = AnimationCurve.Linear(0,0,10,10);
var curveZ : AnimationCurve = AnimationCurve.Linear(0,0,10,10);


@MenuItem("Examples/Create Curve For Object")
static function Init() {
var window = GetWindow(FollowCurve);
window.Show();
}

function OnGUI() {
curveX = EditorGUILayout.CurveField("Animation on X", curveX);
curveY = EditorGUILayout.CurveField("Animation on Y", curveY);
curveZ = EditorGUILayout.CurveField("Animation on Z", curveZ);

if(GUILayout.Button("Generate Curve"))
AddCurveToSelectedGameObject();
}

function AddCurveToSelectedGameObject() {
if(Selection.activeGameObject) {
var comp : FollowAnimationCurve =
Selection.activeGameObject.AddComponent(FollowAnimationCurve);
comp.SetCurves(curveX, curveY, curveZ);
} else {
Debug.LogError("No Game Object selected for adding an animation curve");
}
}
}

And the script that works with the example:

// This script has to go outside of the Editor Folder.

var curveX : AnimationCurve;
var curveY : AnimationCurve;
var curveZ : AnimationCurve;

function SetCurves(xC : AnimationCurve, yC : AnimationCurve, zC : AnimationCurve) {
curveX = xC;
curveY = yC;
curveZ = zC;
}
function Update() {
transform.position = Vector3(curveX.Evaluate(Time.time),
curveY.Evaluate(Time.time),
curveZ.Evaluate(Time.time));
}