Unity编辑器扩展: GUILayout、EditorGUILayout 控件整理

GUILayout

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。

GUILayout.Height()                GUILayout.Width()

GUILayout.MaxHeight()         GUILayout.MaxWidth()

GUILayout.MinHeight()          GUILayout.MinWidth()

GUILayout.ExpandHeight()   GUILayout.ExpandWidth()
 

Box

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

滚/滑动类控件

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

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

 

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

按钮类控件 

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

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

Field类控件

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

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

区块布局类控件

//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
GUILayout.BeginArea(new Rect(position.width-250,position.height-150,250,150));
//...
GUILayout.EndArea();



GUILayout.BeginHorizontal();
//...水平布局
GUILayout.EndHorizontal();
 
GUILayout.BeginVertical();
//...垂直布局
GUILayout.EndVertical();


//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个
scrollPos=GUILayout.BeginScrollView(scrollPos,false,true,GUILayout.Height(75));
//...
GUILayout.EndScrollView();

 

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

EditorGUILayout

Slider类控件

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

弹选框类控件

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

 

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

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

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

Field类控件

i1=EditorGUILayout.IntField("IntField",i1,GUILayout.Width(100));
d1=EditorGUILayout.DoubleField("DoubleField",d1,GUILayout.Width(100));
			
//bounds类型输入框 反正就两个三维向量
boundsv=EditorGUILayout.BoundsField("BoundsField",boundsv);
boundintv=EditorGUILayout.BoundsIntField("BoundsIntField",boundintv);
			
//层级和标签\物体选择,就是unity中的各种layer  tag gameboject
EditorGUILayout.LayerField("LayerField", 1);
EditorGUILayout.TagField("TagField", "一个tag");
EditorGUILayout.ObjectField("ObjectField",GameObject.Find("Cube"), typeof(GameObject),true);
			
//显示序列化属性字段 比如之前的自定义特性里的
EditorGUILayout.PropertyField(p)
			
EditorGUILayout.RectField(new Rect());
EditorGUILayout.RectIntField(new RectInt());
			
//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
//Note that the return value will not change until the user has pressed enter or focus is moved away from the text field.
delayint=EditorGUILayout.DelayedIntField("DelayedInt",delayint);
delayfloat=EditorGUILayout.DelayedFloatField("DelayedFloat",delayfloat);
delaydouble=EditorGUILayout.DelayedDoubleField("DelayedDouble",delaydouble);
delaystr=EditorGUILayout.DelayedTextField("DelayedTextField",delaystr);
		
colorv=EditorGUILayout.ColorField("颜色框", colorv);
acurev=EditorGUILayout.CurveField("曲线", acurev);
 
//还有这几个向量
//EditorGUILayout.Vector2Field();
//EditorGUILayout.Vector2IntField();
//EditorGUILayout.Vector3Field();
//EditorGUILayout.Vector3IntField();
//EditorGUILayout.Vector4Field()

 

 

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