position | Rectangle on the screen to use for the field. |
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. |
AnimationCurve The curve edited by the user.
Make a field for editing an AnimationCurve.
Curve field in an Editor Window.
// 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 EditorGUICurveField 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(EditorGUICurveField); window.position = Rect(0,0,200,100); window.Show(); } function OnGUI() { curveX = EditorGUI.CurveField( Rect(3,3,position.width-6,15), "Animation on X", curveX); curveY = EditorGUI.CurveField( Rect(3,20,position.width-6,15), "Animation on Y", curveY); curveZ = EditorGUI.CurveField( Rect(3,45,position.width-6,15), "Animation on Z", curveZ); if(GUI.Button(Rect(3,60,position.width-6,30),"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 attached to this editor script:
// FollowAnimationCurve.js // 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)); }
position | Rectangle on the screen to use for the field. |
property | The curve to edit. |
color | The color to show the curve with. |
ranges | Optional rectangle that the curve is restrained within. |
Make a field for editing an AnimationCurve.