p1 | The position of the first line's end point in world space. |
p2 | The position of the second line's end point in world space. |
thickness | Line thickness in UI points (zero thickness draws single-pixel line). |
Draws a line from p1
to p2
.
The Handles.color and Handles.matrix properties colorize and additionally transform the line position. Unity ignores DrawLine
(that is, nothing happens) when the current GUI event type is not Repaint.
\
在场景视图中绘制线条。
// Draw lines to the connected game objects that a script has. // If the target object doesnt have any game objects attached // then it draws a line from the object to (0, 0, 0).
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(ConnectedObjectsExampleScript))] class ConnectLineHandleExampleScript : Editor { void OnSceneGUI() { ConnectedObjectsExampleScript connectedObjects = target as ConnectedObjectsExampleScript; if (connectedObjects.objs == null) return;
Vector3 center = connectedObjects.transform.position; for (int i = 0; i < connectedObjects.objs.Length; i++) { GameObject connectedObject = connectedObjects.objs[i]; if (connectedObject) { Handles.DrawLine(center, connectedObject.transform.position); } else { Handles.DrawLine(center, Vector3.zero); } } } }
附加到此手柄的脚本:
using UnityEngine;
public class ConnectedObjectsExampleScript : MonoBehaviour { public GameObject[] objs = null; }
Line thickness
can be optionally set. Zero thickness draws a one-pixel line. Larger thickness values express line thickness in UI points. For example, a thickness of 1.0 could be two pixels wide on screen if the display zoom is 200% (see EditorGUIUtility.pixelsPerPoint).
Lines of varying thickness.
using UnityEngine; using UnityEditor;
public class ExampleScript : MonoBehaviour { }
// Displays lines of various thickness in the scene view [CustomEditor(typeof(ExampleScript))] public class ExampleEditor : Editor { public void OnSceneGUI() { var t = target as ExampleScript; var tr = t.transform; var position = tr.position; Handles.color = Color.yellow; for (int i = 0; i < 10; ++i) { var linePos = position + Vector3.right * (i * 0.5f); Handles.DrawLine(linePos, linePos + Vector3.up, i); } } }