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- private static bool quaternionFoldout = false;
- private void QuaternionInspector()
- {
- //Additional element to also view the Quaternion rotation values
- quaternionFoldout = EditorGUILayout.Foldout(quaternionFoldout, "Quaternion Rotation: " + _transform.localRotation.ToString("F3"));
- if (quaternionFoldout)
- {
- EditorGUI.BeginChangeCheck();
- Vector4 qRotation = EditorGUILayout.Vector4Field("Be careful!", QuaternionToVector4(_transform.localRotation));
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObject(_transform, "modify quaternion rotation on " + _transform.name);
- _transform.localRotation = ConvertToQuaternion(qRotation);
- }
- }
- }
- private Quaternion ConvertToQuaternion(Vector4 v4)
- {
- return new Quaternion(v4.x, v4.y, v4.z, v4.w);
- }
- private Vector4 QuaternionToVector4(Quaternion q)
- {
- return new Vector4(q.x, q.y, q.z, q.w);
- }
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