Version: 2019.4
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, string text);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, Texture image);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, GUIContent content);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, string text, GUIStyle style);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, Texture image, GUIStyle style);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, GUIContent title, GUIStyle style);

パラメーター

Styleウィンドウに使用するスタイル。省略された場合は、現在の GUISkin にある toggle スタイルを使用します
idウィンドウの ID 番号(ただし値はユニークでなければいけません)
clientRectウィンドウの位置とサイズを示すスクリーン上の Rect
funcウィンドウのコンテンツを表示するメソッド
textウィンドウ内で描画するテキスト
imageウィンドウ内で描画する画像
contentウィンドウ内で描画する GUIContent
styleウィンドウのスタイル
titleウィンドウのタイトルバーに表示されるテキスト

戻り値

Rect ウィンドウの位置とサイズを示すスクリーン上の Rect

説明

ポップアップウィンドウ

Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function that renders the GUI controls inside the window.

Note: If you are using GUILayout to place your components inside the window, you should use GUILayout.Window. Also, if MonoBehaviour.useGUILayout is set to false then a call to GUI.Window will not have any effect, even though it is not a GUILayout function.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect = new Rect(20, 20, 120, 50);

void OnGUI() { // Register the window. Notice the 3rd parameter windowRect = GUI.Window(0, windowRect, DoMyWindow, "My Window"); }

// Make the contents of the window void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) { print("Got a click"); } } }

同じ関数を使用して複数のウィンドウを作成することができます。ただし、ウィンドウごとにユニークな ID を持つ ことを確認してください。例:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect0 = new Rect(20, 20, 120, 50); public Rect windowRect1 = new Rect(20, 100, 120, 50);

void OnGUI() { // Register the window. We create two windows that use the same function // Notice that their IDs differ windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, "My Window"); windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, "My Window"); }

// Make the contents of the window void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) { print("Got a click in window " + windowID); }

// Make the windows be draggable. GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }

ウィンドウの表示をやめるには、OnGUI メソッド内で GUI.Window の呼び出しを止めるだけです:

// boolean variable to decide whether to show the window or not.
// Change this from the in-game GUI, scripting, the inspector or anywhere else to
// decide whether the window is visible

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public bool doWindow0 = true;

// Make the contents of the window. void DoWindow0(int windowID) { GUI.Button(new Rect(10, 30, 80, 20), "Click Me!"); }

void OnGUI() { // Make a toggle button for hiding and showing the window doWindow0 = GUI.Toggle(new Rect(10, 10, 100, 20), doWindow0, "Window 0");

// Make sure we only call GUI.Window if doWindow0 is true. if (doWindow0) { GUI.Window(0, new Rect(110, 10, 200, 60), DoWindow0, "Basic Window"); } } }

To make a window that gets its size from automatic GUI layouting, use GUILayout.Window. Call Ordering Windows need to be drawn back-to-front; windows on top of other windows need to be drawn later than the ones below them. This means that you can not count on your DoWindow functions to be called in any particular order. In order for this to work seamlessly, the following values are stored when you create your window (using the Window function), and retrieved when your DoWindow gets called: GUI.skin, GUI.enabled, GUI.color, GUI.backgroundColor, GUI.contentColor, GUI.matrix.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect0 = new Rect(20, 20, 120, 50); public Rect windowRect1 = new Rect(20, 100, 120, 50);

void OnGUI() { // Here we make 2 windows. We set the GUI.color value to something before each. GUI.color = Color.red; windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, "Red Window");

GUI.color = Color.green; windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, "Green Window"); }

// Make the contents of the window. // The value of GUI.color is set to what it was when the window // was created in the code above. void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) { print("Got a click in window with color " + GUI.color); }

// Make the windows be draggable. GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }

Note that you can use the alpha component of GUI.color to fade windows in and out.

See Also: DragWindow, BringWindowToFront, BringWindowToBack.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961