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EditorGUILayout 编辑器_editorguilayout输入框

editorguilayout输入框

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
 
public class Mybianyi : EditorWindow
{
    string PasswordField = "";
    string m_textArea = "";
    float sliders = 0;
    int slidera = 0;
    string BeginToggleGroup = "BeginToggleGroup";
    bool ToggleGroup = false;
    string Textfield = "";
    bool fg = false;
    float sum = 0;
    int count = 0;
    string tag = "aaa";
    int Layerfield=0;
    string[] pathname = new string[] { "All", "Asset", "..." }; 
    float minVal = 1;
    float maxVal = 2;
    float minLimit = -5;
    float maxLimit = 5;
    static Vector3 center = new Vector3(1, 2, 3);
    static Vector3 size1 = new Vector3(1, 2, 3);
    Bounds _bounds = new Bounds(center, size1);
    Color m_color = Color.white;
    AnimationCurve m_curve = AnimationCurve.Linear(0, 0, 10, 10);
    Vector2 size = new Vector2(100,100);
    int flags = 0;
    string[] options = new string[] { "CanJump", "CanShoot", "CanSwim" ,"Canabc","Canacc"};
    GameObject game ;
    bool showFoldout;
    Vector2 m_vector2 = new Vector2();
    Vector3 m_vector3 = new Vector3();
    Vector4 m_vector4 = new Vector4();
    Transform selectedTransform;
    GameObject selectedGameObject;
    bool fold;
    bool fold2;
    [MenuItem("MyWindow/Window")]
    static void window()
    {
        Mybianyi mybianyi = GetWindow<Mybianyi>();
        mybianyi.Show();
    }
    private void OnGUI()
    {
     
        // GUILayout.Width  控制在窗口中物体所在的宽
        // GUILayout.Height  控制在窗口中物体所在的高
        //它们的返回的类型为GUILayoutOption
        #region GUILayout.Label 提示语句
 
        GUILayout.Label("我的编译器(My compiler)", GUILayout.Width(50), GUILayout.Height(10)); //提示语句
        #endregion
        #region GUILayout.Button( 按钮
        GUILayout.Label("按钮");
        if( GUILayout.Button("按钮", GUILayout.Width(40), GUILayout.Height(40)))
        {
 
        }
        #endregion
        #region GUILayout.TextField 文本
        GUILayout.Label("文本(可以输入)");
        Textfield = GUILayout.TextField(Textfield);//单行
        //参数2 maxLength 最大有效长度
        // Textfield = GUILayout.TextField(Textfield,5);
        #endregion
        #region GUILayout.Space 空行
        //参数为float类型代表空行的距离
        GUILayout.Space(10);
        #endregion
        #region EditorGUILayout.Toggle 开关(跟Toggle一样)
        fg = EditorGUILayout.Toggle("Toggle", fg);//开关
        #endregion
        #region GUILayout.BeginHorizontal 横向
        GUILayout.BeginHorizontal();//可以在里面存放多个如果不规定大小系统会平均分配大小
        GUILayout.Button("按钮");
        Textfield = GUILayout.TextField(Textfield);
        GUILayout.EndHorizontal();//结束语一定要有
        #endregion
        #region GUILayout.BeginVertical 纵向
        GUILayout.BeginVertical();//可以在里面存放多个如果不规定大小系统会平均分配大小
        GUILayout.Button("按钮");
        Textfield = GUILayout.TextField(Textfield);
        GUILayout.EndVertical();//结束语一定要有
        #endregion
        #region  GUILayout.HorizontalSlider(横) GUILayout.VerticalSlider(纵)  Slider(分横纵 上横下纵)
        sum = GUILayout.HorizontalSlider(sum, 0, 10);
        // sum = GUILayout.VerticalSlider(sum, 0, 10);
        GUILayout.Space(20);
        #endregion
        #region EditorGUILayout.Popup  下拉
        count = EditorGUILayout.Popup("下拉:",count,pathname);
        #endregion
        #region GUILayout.BeginScrollView  滑动列表  
        //两个true可以让横纵两条线显示出了
        //两个false可以让横纵两条线不显示出来
        size = GUILayout.BeginScrollView(size,true,true);
        
        GUILayout.EndScrollView();
        #endregion
        #region EditorGUILayout.BoundsField (边界输入)   EditorGUILayout.ColorField(颜色输入)  EditorGUILayout.CurveField(曲线输入)   输入框
        //BoundsField 边界输入框
        _bounds = EditorGUILayout.BoundsField("BoundsField:", _bounds);
        //ColorField 颜色输入框
        m_color = EditorGUILayout.ColorField("ColorField:", m_color);
        //CurveField 曲线输入框
        m_curve = EditorGUILayout.CurveField("CurveField:", m_curve);
        #endregion
        #region EditorGUILayout.TagField    tag(标签)
        tag = EditorGUILayout.TagField("TagField:", tag);
 
        #endregion
        #region   EditorGUILayout.LayerField(可以获取所有的Layer)
        //Layerfield 可以获取所有的Layer
        Layerfield = EditorGUILayout.LayerField("LayerField:", Layerfield);
 
        #endregion
        #region   EditorGUILayout.MaskField (下拉可以多选)
        flags = EditorGUILayout.MaskField("MaskField:", flags, options);
        //Debug.Log(flags);// 除了数组的第一个是1 后面全是2的幂(幂为对应的下标)   如果多选它们会相加   系统默认会添加Nothing (对应的值0) 和Everything(-1)
        #endregion
        #region EditorGUILayout.ObjectField(选择物体)
        game = (GameObject) EditorGUILayout.ObjectField(game,typeof(GameObject),true);//typeof(类型) 确定好类型系统会自动帮我找到所有的关于这个类型的物体
        #endregion
        #region  EditorGUILayout.Foldout 折叠
        showFoldout = EditorGUILayout.Foldout(showFoldout, "折叠子物体:");
        if (showFoldout)
        {
            EditorGUI.indentLevel++;//缩进级别
            EditorGUILayout.LabelField("折叠块内容1");
            EditorGUI.indentLevel++;
            EditorGUILayout.LabelField("折叠块内容2");
            EditorGUI.indentLevel--;
            EditorGUI.indentLevel--;
            EditorGUILayout.LabelField("折叠块内容3");
        }
        #endregion
        #region EditorGUILayout.BeginToggleGroup(开关)
        ToggleGroup = EditorGUILayout.BeginToggleGroup(BeginToggleGroup, ToggleGroup);
            Textfield = GUILayout.TextField(Textfield);
        EditorGUILayout.EndToggleGroup();
        #endregion
        #region  GUILayout.FlexibleSpace(布局之间左右对齐)
        EditorGUILayout.BeginHorizontal();//开始最外层横向布局
        GUILayout.FlexibleSpace();//布局之间左右对齐
        GUILayout.Label("-----------------分割线-----------------");
        GUILayout.FlexibleSpace();//布局之间左右对齐
        EditorGUILayout.EndHorizontal();
        #endregion
        #region  EditorGUILayout.HelpBox(提示语句)
        EditorGUILayout.HelpBox("HelpBox Error:", MessageType.Error);//红色错误号
        EditorGUILayout.HelpBox("HelpBox Info:", MessageType.Info);//白色提示号
        EditorGUILayout.HelpBox("HelpBox None:", MessageType.None);//解释号
        EditorGUILayout.HelpBox("HelpBox Warning:", MessageType.Warning);//黄色警告号
        #endregion
        #region EditorGUILayout.Slider(Slider)
        sliders = EditorGUILayout.Slider("Slider:",sliders,0,10);
        #endregion
        #region  EditorGUILayout.TextArea(text 自适应高)
        m_textArea = EditorGUILayout.TextArea(m_textArea);//可以多行
        #endregion
        #region GUILayout.PasswordField(可以改变成对应的符号)
        EditorGUILayout.BeginHorizontal();
        GUILayout.Label("密码text", GUILayout.Width(60));
        PasswordField = GUILayout.PasswordField(PasswordField, '*');//可以改变成对应的符号
        EditorGUILayout.EndHorizontal();
        #endregion
        #region  EditorGUILayout.Vector2Field  EditorGUILayout.Vector3Field  EditorGUILayout.Vector4Field  
        m_vector2 = EditorGUILayout.Vector2Field("Vector2:", m_vector2);
        m_vector3 = EditorGUILayout.Vector3Field("Vector3:", m_vector3);
        m_vector4 = EditorGUILayout.Vector4Field("Vector4:", m_vector4);
        #endregion
        #region EditorGUILayout.SelectableLabel (可以复制粘贴)
        EditorGUILayout.SelectableLabel("SelectableLabel");
        #endregion
        #region  EditorGUILayout.MinMaxSlider (取值范围)
        EditorGUILayout.LabelField("Min Val:", minVal.ToString());
        EditorGUILayout.LabelField("Max Val:", maxVal.ToString());
        EditorGUILayout.MinMaxSlider("MinMaxSlider", ref minVal, ref maxVal, minLimit, maxLimit);
                                                     //现在最小  现在最大 最小长度 最大长度      
        #endregion
        #region   EditorGUILayout.IntSlider(只能是整数)
        slidera = EditorGUILayout.IntSlider("IntSlider:", slidera, 1, 10);
        #endregion
        #region  EditorGUILayout.InspectorTitlebar(将物体返回回来)
        //Transform selectedTransform = Selection.activeGameObject.transform;
        //GameObject selectedGameObject = Selection.activeGameObject;//选择物体(GameObject)
        //fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform);
        //fold2 = EditorGUILayout.InspectorTitlebar(fold2, selectedGameObject);
        #endregion
    }
}

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