EditorGUI.Popup 弹出菜单
static function Popup (position : Rect, selectedIndex : int, displayedOptions : string[], style : GUIStyle = EditorStyles.popup) : intf
static function Popup (position : Rect, selectedIndex : int, displayedOptions : GUIContent[], style : GUIStyle = EditorStyles.popup) : int
static function Popup (position : Rect, label : string, selectedIndex : int, displayedOptions : string[], style : GUIStyle = EditorStyles.popup) : int
static function Popup (position : Rect, label : GUIContent, selectedIndex : int, displayedOptions : GUIContent[], style : GUIStyle = EditorStyles.popup) : int
Parameters参数
- positionRectangle on the screen to use for the field.
屏幕上的矩形区域 - labelOptional label in front of the field.
显示在该区域前面的可选择标签 - selectedIndexThe index of the option the field shows.
选项的索引值 - displayedOptionsAn array with the options shown in the popup.
显示在弹出菜单中的选项数组 - styleOptional GUIStyle. // 可选的GUIStyle
Returns
int - The index of the option that has been selected by the user.
返回整数 - 用户选择的选项的索引值
Description描述
Make a generic popup selection field.
制作一个常用的弹出选择字段(弹出菜单)。
Takes the currently selected index as a parameter and returns the index selected by the user.
使用当前选择的索引作为参数并返回用户选择的索引值
Popup in and Editor Window.
在编辑器窗口中的弹出菜单。
// Adds a component to the selected GameObjects//添加一个组件到选择的游戏物体class EditorGUIPopup extends EditorWindow {var options : String[] = ["Rigidbody", "Box Collider", "Sphere Collider"];var index : int = 0;@MenuItem("Examples/Editor GUI Popup usage")static function Init() {var window = GetWindow(EditorGUIPopup);window.position = Rect(0,0,180,80);window.Show();}function OnGUI() {index = EditorGUI.Popup(Rect(0,0,position.width, 20),"Component:",index,options);if(GUI.Button(Rect(0,25,position.width, position.height - 26),"Add Component"))AddComponentToObjects();}function AddComponentToObjects() {if(!Selection.activeGameObject) {Debug.LogError("Please select at least one GameObject first");return;}for(var go : GameObject in Selection.gameObjects)go.AddComponent(options[index]);}}