label | Optional label in front of the field. |
tag | The tag the field shows. |
style | Optional GUIStyle. |
options | An 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. |
string The tag selected by the user.
Make a tag selection field.
Assign tags on the selected GameObjects.
// Simple editor script that lets you set a tag for the selected GameObjects.
class EditorGUILayoutTagField extends EditorWindow {
var tagStr = "";
@MenuItem("Examples/Set Tags For Selection") static function Init() { var window = GetWindow(EditorGUILayoutTagField); window.Show(); }
//Disable menu if we dont have at least 1 gameobject selected @MenuItem("Examples/Set Tags For Selection", true) static function ValidateSelection() { return Selection.activeGameObject != null; }
function OnGUI() { tagStr = EditorGUILayout.TagField("Tag for Objects:",tagStr); if(GUILayout.Button("Set Tag!")) SetTags(); }
function SetTags() { for(var go : GameObject in Selection.gameObjects) go.tag = tagStr; } }
// Simple editor script that lets you set a tag for the selected GameObjects. using UnityEditor; using UnityEngine;
public class EditorGUILayoutTagField : EditorWindow { static string tagStr = "";
[MenuItem("Examples/Set Tags For Selection")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUILayoutTagField)); window.Show(); }
void OnGUI() { tagStr = EditorGUILayout.TagField("Tag for Objects:", tagStr); if (GUILayout.Button("Set Tag!")) { SetTags(); } }
static void SetTags() { foreach (GameObject go in Selection.gameObjects) { go.tag = tagStr; } } }