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EditorGUILayout.ColorField

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public static function ColorField(value: Color, params options: GUILayoutOption[]): Color;
public static Color ColorField(Color value, params GUILayoutOption[] options);
public static function ColorField(label: string, value: Color, params options: GUILayoutOption[]): Color;
public static Color ColorField(string label, Color value, params GUILayoutOption[] options);
public static function ColorField(label: GUIContent, value: Color, params options: GUILayoutOption[]): Color;
public static Color ColorField(GUIContent label, Color value, params GUILayoutOption[] options);
public static function ColorField(label: GUIContent, value: Color, showEyedropper: bool, showAlpha: bool, hdr: bool, hdrConfig: ColorPickerHDRConfig, params options: GUILayoutOption[]): Color;
public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, ColorPickerHDRConfig hdrConfig, params GUILayoutOption[] options);

Parameters

label Optional label to display in front of the field.
value The color to edit.
showEyedropper If true, the color picker should show the eyedropper control. If false, don't show it.
showAlpha If true, allow the user to set an alpha value for the color. If false, hide the alpha component.
hdr If true, treat the color as an HDR value. If false, treat it as a standard LDR value.
hdrConfig An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

Color The color selected by the user.

Description

Make a field for selecting a Color.


Change the color of the selected GameObjects.

// Change the color of the selected GameObjects.
class MassiveColorChange extends EditorWindow {

var matColor : Color = Color.white;

@MenuItem("Examples/Mass Color Change") static function Init() { var window = GetWindow(MassiveColorChange); window.Show(); }

function OnGUI() { matColor = EditorGUILayout.ColorField("New Color", matColor);

if(GUILayout.Button("Change!")) ChangeColors(); }

function ChangeColors() { if(Selection.activeGameObject) for(var t: GameObject in Selection.gameObjects) { var rend = t.GetComponent.<Renderer>();

if(rend != null) rend.sharedMaterial.color = matColor; } } }
using UnityEngine;
using UnityEditor;

// Change the color of the selected GameObjects.

public class ExampleClass : EditorWindow { Color matColor = Color.white;

[MenuItem("Examples/Mass Color Change")] static void Init() { EditorWindow window = GetWindow(typeof(ExampleClass)); window.Show(); }

void OnGUI() { matColor = EditorGUILayout.ColorField("New Color", matColor);

if (GUILayout.Button("Change!")) ChangeColors(); }

private void ChangeColors() { if (Selection.activeGameObject) foreach (GameObject t in Selection.gameObjects) { Renderer rend = t.GetComponent<Renderer>();

if (rend != null) rend.sharedMaterial.color = matColor; } } }
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