Begins a group that can be be hidden/shown and the transition will be animated.
#pragma strict public class MyWindow extends EditorWindow { var m_ShowExtraFields: AnimBool; var m_String: String; var m_Color: Color = Color.white; var m_Number: int = 0; @MenuItem("Window/My Window") static function Init() { var window: MyWindow = MyWindowEditorWindow.GetWindow(MyWindow); } function OnEnable() { m_ShowExtraFields = new AnimBool(true); m_ShowExtraFields.valueChanged = Repaint; } function OnGUI() { m_ShowExtraFields.target = EditorGUILayout.ToggleLeft("Show extra fields", m_ShowExtraFields.target); var group: var = new EditorGUILayout.FadeGroupScope(m_ShowExtraFields.faded); { if (group.visible) { EditorGUI.indentLevel++; EditorGUILayout.PrefixLabel("Color"); m_Color = EditorGUILayout.ColorField(m_Color); EditorGUILayout.PrefixLabel("Text"); m_String = EditorGUILayout.TextField(m_String); EditorGUILayout.PrefixLabel("Number"); m_Number = EditorGUILayout.IntSlider(m_Number, 0, 10); EditorGUI.indentLevel--; } } } }
using UnityEngine; using UnityEditor; using UnityEditor.AnimatedValues;
public class MyWindow : EditorWindow { AnimBool m_ShowExtraFields; string m_String; Color m_Color = Color.white; int m_Number = 0;
[MenuItem("Window/My Window")] static void Init() { MyWindow window = (MyWindow)EditorWindow.GetWindow (typeof (MyWindow)); }
void OnEnable(){ m_ShowExtraFields = new AnimBool(true); m_ShowExtraFields.valueChanged = Repaint; }
void OnGUI () { m_ShowExtraFields.target = EditorGUILayout.ToggleLeft("Show extra fields", m_ShowExtraFields.target);
//Extra block that can be toggled on and off. using (var group = new EditorGUILayout.FadeGroupScope (m_ShowExtraFields.faded)) { if (group.visible) { EditorGUI.indentLevel++; EditorGUILayout.PrefixLabel("Color"); m_Color = EditorGUILayout.ColorField(m_Color); EditorGUILayout.PrefixLabel("Text"); m_String = EditorGUILayout.TextField(m_String); EditorGUILayout.PrefixLabel("Number"); m_Number = EditorGUILayout.IntSlider(m_Number,0,10); EditorGUI.indentLevel--; } } } }
visible | Whether the group is visible. |
EditorGUILayout.FadeGroupScope | Create a new FadeGroupScope and begin the corresponding group. |