- actionKey
- BoundsField
- ColorField
- CurveField
- DrawPreviewTexture
- DrawTextureAlpha
- DropShadowLabel
- EnumPopup
- FloatField
- Foldout
- indentLevel
- InspectorTitlebar
- IntField
- IntPopup
- IntSlider
- LabelField
- LayerField
- MinMaxSlider
- ObjectField
- PasswordField
- Popup
- PrefixLabel
- ProgressBar
- PropertyField
- RectField
- SelectableLabel
- Slider
- TagField
- TextArea
- TextField
- Toggle
- Vector2Field
- Vector3Field
- Vector4Field
EditorGUI.Popup 弹出菜单
static function Popup (position : Rect, selectedIndex : int, displayedOptions : string[], style : GUIStyle = EditorStyles.popup) : intf
static function Popup (position : Rect, selectedIndex : int, displayedOptions : GUIContent[], style : GUIStyle = EditorStyles.popup) : int
static function Popup (position : Rect, label : string, selectedIndex : int, displayedOptions : string[], style : GUIStyle = EditorStyles.popup) : int
static function Popup (position : Rect, label : GUIContent, selectedIndex : int, displayedOptions : GUIContent[], style : GUIStyle = EditorStyles.popup) : int
Parameters参数
-
positionRectangle on the screen to use for the field.
屏幕上的矩形区域 -
labelOptional label in front of the field.
显示在该区域前面的可选择标签 -
selectedIndexThe index of the option the field shows.
选项的索引值 -
displayedOptionsAn array with the options shown in the popup.
显示在弹出菜单中的选项数组 -
styleOptional GUIStyle. // 可选的GUIStyle
int - The index of the option that has been selected by the user.
返回整数 - 用户选择的选项的索引值
Description描述
Make a generic popup selection field.
制作一个常用的弹出选择字段(弹出菜单)。
Takes the currently selected index as a parameter and returns the index selected by the user.
使用当前选择的索引作为参数并返回用户选择的索引值
Popup in and Editor Window.
在编辑器窗口中的弹出菜单。
// Adds a component to the selected GameObjects
//添加一个组件到选择的游戏物体
class EditorGUIPopup extends EditorWindow {
var options : String[] = ["Rigidbody", "Box Collider", "Sphere Collider"];
var index : int = 0;
@MenuItem("Examples/Editor GUI Popup usage")
static function Init() {
var window = GetWindow(EditorGUIPopup);
window.position = Rect(0,0,180,80);
window.Show();
}
function OnGUI() {
index = EditorGUI.Popup(
Rect(0,0,position.width, 20),
"Component:",
index,
options);
if(GUI.Button(Rect(0,25,position.width, position.height - 26),"Add Component"))
AddComponentToObjects();
}
function AddComponentToObjects() {
if(!Selection.activeGameObject) {
Debug.LogError("Please select at least one GameObject first");
return;
}
for(var go : GameObject in Selection.gameObjects)
go.AddComponent(options[index]);
}
}