public static int LayerField (int layer, params GUILayoutOption[] options);
public static int LayerField (int layer, GUIStyle style, params GUILayoutOption[] options);
public static int LayerField (string label, int layer, params GUILayoutOption[] options);
public static int LayerField (string label, int layer, GUIStyle style, params GUILayoutOption[] options);
public static int LayerField (GUIContent label, int layer, params GUILayoutOption[] options);
public static int LayerField (GUIContent label, int layer, GUIStyle style, params GUILayoutOption[] options);

参数

label(可选)字段前的标签。
layer字段中显示的层。
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.WidthGUILayout.HeightGUILayout.MinWidthGUILayout.MaxWidthGUILayout.MinHeightGUILayout.MaxHeightGUILayout.ExpandWidthGUILayout.ExpandHeight

返回

int 用户选择的层。

描述

创建一个层选择字段。


设置所选游戏对象的层。

// Simple editor script that lets you set the layer for the
// selected GameObjects.

using UnityEngine; using UnityEditor;

public class LayerFieldExample : EditorWindow { static int selectedLayer = 0;

[MenuItem("Examples/Layer Field usage")] static void Init() { LayerFieldExample window = (LayerFieldExample)GetWindow(typeof(LayerFieldExample)); window.Show(); }

// Disable menu if we dont have at least 1 gameobject selected [MenuItem("Examples/Layer Field usage", true)] static bool ValidateSelection() { return Selection.activeGameObject != null; }

void OnGUI() { selectedLayer = EditorGUILayout.LayerField("Layer for Objects:", selectedLayer); if (GUILayout.Button("Set Layer!")) SetLayer(); }

static void SetLayer() { foreach (var go in Selection.gameObjects) go.layer = selectedLayer; } }
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