- BeginHorizontal
- BeginScrollView
- BeginToggleGroup
- BeginVertical
- BoundsField
- ColorField
- CurveField
- EndHorizontal
- EndScrollView
- EndToggleGroup
- EndVertical
- EnumPopup
- FloatField
- Foldout
- InspectorTitlebar
- IntField
- IntPopup
- IntSlider
- LabelField
- LayerField
- MinMaxSlider
- ObjectField
- PasswordField
- Popup
- PrefixLabel
- PropertyField
- RectField
- SelectableLabel
- Slider
- Space
- TagField
- TextArea
- TextField
- Toggle
- Vector2Field
- Vector3Field
- Vector4Field
EditorGUILayout.LayerField 层字段
static function LayerField (layer : int, params options : GUILayoutOption[]) : int
static function LayerField (layer : int, style : GUIStyle, params options : GUILayoutOption[]) : int
static function LayerField (label : string, layer : int, params options : GUILayoutOption[]) : int
static function LayerField (label : string, layer : int, style : GUIStyle, params options : GUILayoutOption[]) : int
static function LayerField (label : GUIContent, layer : int, params options : GUILayoutOption[]) : int
static function LayerField (label : GUIContent, layer : int, style : GUIStyle, params options : GUILayoutOption[]) : int
Parameters参数
-
labelOptional label in front of the field. // 字段前面的可选标签。
-
layerThe layer shown in the field. // 显示在该字段的层
- styleOptional GUIStyle. // 可选样式
-
optionsAn 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
指定额外布局属性的可选列表。这里传递任意值,将覆盖样式定义的设置。
int - The layer selected by the user.
返回整数,用户选择的层。
Description描述
Make a layer selection field.
制作一个层选择字段。
Set the layer of the selected GameObjects.
设置选择游戏物体的层。
// Simple editor script that lets you set the layer for the selected GameObjects.
//设置选择游戏物体的层
class EditorGUILayoutLayerField extends EditorWindow {
var selectedLayer : int = 0;
@MenuItem("Examples/Set Layer For Selection")
static function Init() {
var window = GetWindow(EditorGUILayoutLayerField);
window.Show();
}
//Disable menu if we dont have at least 1 gameobject selected
//如果没有选择游戏物体,禁用菜单
@MenuItem("Examples/Set Layer For Selection", true)
static function ValidateSelection() {
return Selection.activeGameObject != null;
}
function OnGUI() {
selectedLayer = EditorGUILayout.LayerField("Layer for Objects:",selectedLayer);
if(GUILayout.Button("Set Layer!"))
SetLayer();
}
function SetLayer() {
for(var go : GameObject in Selection.gameObjects)
go.layer = selectedLayer;
}
}