label | (可选)字段前的标签。 |
selectedIndex | 字段显示的选项的索引。 |
displayedOptions | 弹出菜单中所示选项的数组。 |
style | 可选 GUIStyle。 |
options | 一个可选的布局选项列表,用于指定额外的布局属性。此处传递的任何值都将覆盖 style 定义的设置。另请参阅:GUILayout.Width、GUILayout.Height、GUILayout.MinWidth、GUILayout.MaxWidth、GUILayout.MinHeight、 GUILayout.MaxHeight、GUILayout.ExpandWidth、GUILayout.ExpandHeight。 |
int 用户所选选项的索引。
创建一个通用弹出选择字段。
以参数形式获取当前所选的索引,并返回用户选择的索引。
Create a primitive depending on the option selected.
using UnityEditor;
using UnityEngine;
using System.Collections;
// Creates an instance of a primitive depending on the option selected by the user.
public class EditorGUILayoutPopup : EditorWindow
{
public string[] options = new string[] {"Cube", "Sphere", "Plane"};
public int index = 0;
[MenuItem("Examples/Editor GUILayout Popup usage")]
static void Init()
{
EditorWindow window = GetWindow(typeof(EditorGUILayoutPopup));
window.Show();
}
void OnGUI()
{
index = EditorGUILayout.Popup(index, options);
if (GUILayout.Button("Create"))
InstantiatePrimitive();
}
void InstantiatePrimitive()
{
switch (index)
{
case 0:
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.position = Vector3.zero;
break;
case 1:
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.position = Vector3.zero;
break;
case 2:
GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.transform.position = Vector3.zero;
break;
default:
Debug.LogError("Unrecognized Option");
break;
}
}
}