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unity编辑器扩展#2 GUILayout、EditorGUILayout 控件整理_editorguilayout.toggle

editorguilayout.toggle

 

GUILayout

装饰类控件:

  1. GUILayout.FlexibleSpace();
  2. GUILayout.Space(100);//空格,没什么好说的
GUILayout.Label("label");

GUILayout.Box(new GUIContent("一个200x200的BOX"),new []{GUILayout.Height(200),GUILayout.Width(200)});


GUILayoutOption:基本每个控件方法都有一个可选参数是GUILayoutOption[] Options 这是一个可以控制组件大小之类的选项,在GUILayout类中共有8个。 看名字应该就知道是设置什么的了。

GUILayout.Height()                GUILayout.Width()

GUILayout.MaxHeight()         GUILayout.MaxWidth()

GUILayout.MinHeight()          GUILayout.MinWidth()

GUILayout.ExpandHeight()   GUILayout.ExpandWidth()


滚/滑动类控件:

num = EditorGUILayout.Slider ("Slider", num, -3, 3);

  1. scrollBarValue1 = GUILayout.HorizontalScrollbar(scrollBarValue1,0,0,100,new[]{GUILayout.Width(100)});
  2. scrollBarValue2 = GUILayout.VerticalScrollbar(scrollBarValue2,0,0,100,new[]{GUILayout.Height(100)});

  1. scrollValue1=GUILayout.HorizontalSlider(scrollValue1, 0, 100);
  2. scrollValue2=GUILayout.VerticalSlider(scrollValue2, 0, 100);

按钮类控件 

bool a=GUILayout.Button("一个Button");

  1. bool b= GUILayout.RepeatButton("RepeatButton");
  2. //RepeatButton 在按着的时候一直返回true,松开才返回false

gridId = GUILayout.SelectionGrid(gridId, new[] {"1", "2", "3","4","5","6"}, 4);

toolbarid=GUILayout.Toolbar(toolbarid, new[] {"1", "2", "3"});

Field类控件

  1. GUILayout.TextField("TextField只能一行");
  2. GUILayout.TextArea("TextArea可以多行\n 第二行");

password = GUILayout.PasswordField(password, '*');

Toggle类控件

isToggle = GUILayout.Toggle (isToggle,"Toggle");

区块布局类控件

  1. //保证块里写的控件只在Area规定的范围内,这里设置放到右下角
  2. GUILayout.BeginArea(new Rect(position.width-250,position.height-150,250,150));
  3. //...
  4. GUILayout.EndArea();

  1. GUILayout.BeginHorizontal();
  2. //...水平布局
  3. GUILayout.EndHorizontal();
  4. GUILayout.BeginVertical();
  5. //...垂直布局
  6. GUILayout.EndVertical();

  1. //显示的范围不够块内控件时可以滑动 这里限制高度75最多同时显示3
  2. scrollPos=GUILayout.BeginScrollView(scrollPos,false,true,GUILayout.Height(75));
  3. //...
  4. GUILayout.EndScrollView();

  1. groupEnabled = EditorGUILayout.BeginToggleGroup ("ToogleGroup",groupEnabled);
  2. //...
  3. EditorGUILayout.EndToggleGroup ();

EditorGUILayout

ps:部分和GUILayout重复的没有加进来

Slider类控件

  1. //可以选择一个最大最小的范围的slider
  2. EditorGUILayout.MinMaxSlider("MinMaxSlider",ref sliderValue2,ref sliderValue3,10,20);
  3. //int类型的slider
  4. intSliderValue=EditorGUILayout.IntSlider(intSliderValue,0,10);
  5. //和guilayout重复的
  6. sliderValue=EditorGUILayout.Slider(sliderValue,0f,1);

弹选框类控件

  1. //这个可以多选 需要枚举类型
  2. flagtype=(flagTestType)EditorGUILayout.EnumFlagsField(flagtype);

  1. //这个单选 需要枚举类型
  2. popuptype=(popupTestType)EditorGUILayout.EnumPopup(popuptype);

  1. //一个选择框,每个选择框里表示一个Int数
  2. popupindex=EditorGUILayout.IntPopup("IntPopup", popupindex, new[] {"a", "b"}, new[] {1, 2});

 

  1. //和IntPopup类似但是可以多选
  2. maskindex=EditorGUILayout.MaskField("Mask",maskindex,new []{"a","b"});

按钮类控件 

  1. //正常按钮在鼠标按键抬起MouseUp时返回true,他在MouseDown时就立即返回true
  2. if (EditorGUILayout.DropdownButton(new GUIContent("DropdownButton"),FocusType.Keyboard))
  3. {
  4. Debug.Log("鼠标按下时出现");
  5. }

Toggle类控件

  1. EditorGUILayout.Toggle("toggle",false);
  2. EditorGUILayout.ToggleLeft("ToggleLeft",true);

Field类控件

  1. i1=EditorGUILayout.IntField("IntField",i1,GUILayout.Width(100));
  2. d1=EditorGUILayout.DoubleField("DoubleField",d1,GUILayout.Width(100));
  3. //bounds类型输入框 反正就两个三维向量
  4. boundsv=EditorGUILayout.BoundsField("BoundsField",boundsv);
  5. boundintv=EditorGUILayout.BoundsIntField("BoundsIntField",boundintv);
  6. //层级和标签\物体选择,就是unity中的各种layer tag gameboject
  7. EditorGUILayout.LayerField("LayerField", 1);
  8. EditorGUILayout.TagField("TagField", "一个tag");
  9. EditorGUILayout.ObjectField("ObjectField",GameObject.Find("Cube"), typeof(GameObject),true);
  10. //显示序列化属性字段 比如之前的自定义特性里的
  11. EditorGUILayout.PropertyField(p)
  12. EditorGUILayout.RectField(new Rect());
  13. EditorGUILayout.RectIntField(new RectInt());
  14. //delay和一般的区别是只有按下回车或者失去焦点时,才会返回值,就是说你再输入时不会返回
  15. //Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.
  16. delayint=EditorGUILayout.DelayedIntField("DelayedInt",delayint);
  17. delayfloat=EditorGUILayout.DelayedFloatField("DelayedFloat",delayfloat);
  18. delaydouble=EditorGUILayout.DelayedDoubleField("DelayedDouble",delaydouble);
  19. delaystr=EditorGUILayout.DelayedTextField("DelayedTextField",delaystr);
  20. colorv=EditorGUILayout.ColorField("颜色框", colorv);
  21. acurev=EditorGUILayout.CurveField("曲线", acurev);
  22. //还有这几个向量
  23. //EditorGUILayout.Vector2Field();
  24. //EditorGUILayout.Vector2IntField();
  25. //EditorGUILayout.Vector3Field();
  26. //EditorGUILayout.Vector3IntField();
  27. //EditorGUILayout.Vector4Field()

 

其他控件

knob=EditorGUILayout.Knob(new Vector2(100, 100), knob, 1, 10, "斤", Color.black, Color.blue, true);

EditorGUILayout.HelpBox("helpBox,这里写一些提示、警告、错误", MessageType.None);

  1. //不知道干嘛的,字面意思是分离
  2. EditorGUILayout.Separator();
  3. EditorGUILayout.Space();
  4. EditorGUILayout.LabelField("labelField");
  5. EditorGUILayout.PrefixLabel("PrefixLabel");
  6. //点击变蓝的label 可以被选择和复制
  7. EditorGUILayout.SelectableLabel("SelectableLabel");

区块布局类控件

  1. //用于解决EditorGUILayout和EditorGUI(或者GUI)混着用的情况
  2. //这样确保自动布局不会乱,不会叠在一起
  3. Rect a=EditorGUILayout.GetControlRect();
  4. EditorGUI.LabelField(a,"一个label");

  1. if (EditorGUILayout.BeginFadeGroup(Value))
  2. {
  3. //...ps:这个应该用于开关的特效,因为Value的值不是01时,会让下面所有的控件都无法交互
  4. }
  5. EditorGUILayout.EndFadeGroup();

 

折叠功能

  1. #region 折叠类
  2. //折叠的相关控件 返回bool类型表示开、关
  3. foldout = EditorGUILayout.Foldout(foldout, "折叠Label");
  4. if (foldout)
  5. {
  6. val1=EditorGUILayout.IntField("111", val1);
  7. val2=EditorGUILayout.IntField("222", val2);
  8. }
  9. foldout2=EditorGUILayout.InspectorTitlebar(foldout2,GameObject.Find("Cube"));
  10. if (foldout2)
  11. {
  12. val3=EditorGUILayout.IntField("333", val3);
  13. val4=EditorGUILayout.IntField("444", val4);
  14. }
  15. #endregion
 
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