GUILayout.FlexibleSpace();
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()
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);
bool a=GUILayout.Button("一个Button");
bool b= GUILayout.RepeatButton("RepeatButton");
//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"});
GUILayout.TextField("TextField只能一行");
GUILayout.TextArea("TextArea可以多行\n 第二行");
password = GUILayout.PasswordField(password, '*');
isToggle = GUILayout.Toggle (isToggle,"Toggle");
//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 ();
ps:部分和GUILayout重复的没有加进来
//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);
//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"});
//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
if (EditorGUILayout.DropdownButton(new GUIContent("DropdownButton"),FocusType.Keyboard))
{
Debug.Log("鼠标按下时出现");
}
EditorGUILayout.Toggle("toggle",false);
EditorGUILayout.ToggleLeft("ToggleLeft",true);
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()
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);
//不知道干嘛的,字面意思是分离
EditorGUILayout.Separator();
EditorGUILayout.Space();
EditorGUILayout.LabelField("labelField");
EditorGUILayout.PrefixLabel("PrefixLabel");
//点击变蓝的label 可以被选择和复制
EditorGUILayout.SelectableLabel("SelectableLabel");
//用于解决EditorGUILayout和EditorGUI(或者GUI)混着用的情况
//这样确保自动布局不会乱,不会叠在一起
Rect a=EditorGUILayout.GetControlRect();
EditorGUI.LabelField(a,"一个label");
if (EditorGUILayout.BeginFadeGroup(Value))
{
//...ps:这个应该用于开关的特效,因为Value的值不是0或1时,会让下面所有的控件都无法交互
}
EditorGUILayout.EndFadeGroup();
#region 折叠类
//折叠的相关控件 返回bool类型表示开、关
foldout = EditorGUILayout.Foldout(foldout, "折叠Label");
if (foldout)
{
val1=EditorGUILayout.IntField("111", val1);
val2=EditorGUILayout.IntField("222", val2);
}
foldout2=EditorGUILayout.InspectorTitlebar(foldout2,GameObject.Find("Cube"));
if (foldout2)
{
val3=EditorGUILayout.IntField("333", val3);
val4=EditorGUILayout.IntField("444", val4);
}
#endregion