C# class: Toggle
Namespace: UnityEngine.UIElements
Base class: BaseBoolField
The following table lists all the supported attributes.
名前 | 型 | 説明 |
---|---|---|
binding-path |
string |
Path of the target property to be bound. |
content-container |
string |
child elements are added to this element, usually this |
focusable |
boolean |
True if the element can be focused. |
label |
string |
The string representing the label that will appear beside the field. |
name |
string |
The name of this VisualElement. Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name. |
picking-mode |
string |
Determines if this element can be pick during mouseEvents or IPanel.Pick queries. |
style |
string |
Reference to the style object of this element. Contains data computed from USS files or inline styles written to this object in C#. |
tabindex |
int |
An integer used to sort focusables in the focus ring. Must be greater than or equal to zero. |
text |
string |
Optional text that appears after the BaseBoolField. Unity creates a Label automatically if one does not exist. |
tooltip |
string |
Text to display inside an information box after the user hovers the element for a small amount of time. |
usage-hints |
string |
A combination of hint values that specify high-level intended usage patterns for the VisualElement .This property can only be set when the VisualElement is not yet part of a Panel . Once part of a Panel , this property becomes effectively read-only, and attempts to change it will throw an exception.The specification of proper UsageHints drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern.Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It’s advised to always consider specifying the proper UsageHints , but keep in mind that some UsageHints might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform). |
value |
boolean |
The value associated with the field. |
view-data-key |
string |
Used for view data persistence (ie. tree expanded states, scroll position, zoom level). This is the key used to save/load the view data from the view data store. Not setting this key will disable persistence for this VisualElement . |
A Toggle includes an image and a label. Just like other standard UI Toolkit controls, such as a Button, a Toggle has a Clickable manipulator attached to it that registers to MouseUpEvent
and PointerUpEvent
. When one of those events triggers the manipulator, the Toggle’s value changes from true to false or from false to true. You can read or set the current values of a Toggle. You can also bind a Toggle to a Boolean variable.
By default, a Toggle control appears as a checkbox. You can apply styles to make it look like a typical toggle switch.
You can display or hide elements based on other conditions, such as a selection from a drop-down, or an enabled option. An example of a conditional UI is the Unity Camera Inspector. It displays additional options when you activate Physical Camera mode.
A Toggle responds to Change events.
To see which USS selectors affect the components of the Toggle at every level of its hierarchy, use the Matching Selectors section in the Inspector or the UI Toolkit Debugger.
To see a simple Toggle example, in Unity, select Window > UI Toolkit > Samples > Toggle.
The following example uses a Toggle to create a conditional UI. The example creates a custom Editor window with two toggles. You can use the toggles to do the following:
You can find the completed files that this example creates in this GitHub repository.
To create the example:
Create a Unity project with any template.
In the Project window, create a folder named Editor
.
In the Editor
folder, create a C# script file named ToggleExample
with the following content:
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
namespace Samples.Editor.Controls
{
public class ToggleExample : EditorWindow
{
private Toggle showToggle;
private Toggle activateToggle;
private Label labelToShow;
private Button buttonToActivate;
[MenuItem("Window/ToggleExample")]
public static void OpenWindow()
{
var window = GetWindow<ToggleExample>("Controls: Toggle Sample");
window.minSize = new Vector2(200, 170);
EditorGUIUtility.PingObject(MonoScript.FromScriptableObject(window));
}
public void OnEnable()
{
showToggle = new Toggle("Show label")
{
value = true
};
activateToggle = new Toggle("Active button")
{
value = true
};
labelToShow = new Label("This label is shown when the above toggle is set to On");
buttonToActivate = new Button(() => Debug.Log("Button pressed!"))
{
text = "Active if above toggle is On"
};
rootVisualElement.Add(showToggle);
rootVisualElement.Add(labelToShow);
rootVisualElement.Add(activateToggle);
rootVisualElement.Add(buttonToActivate);
showToggle.RegisterValueChangedCallback(evt => labelToShow.visible = evt.newValue);
activateToggle.RegisterValueChangedCallback(evt => buttonToActivate.SetEnabled(evt.newValue));
}
}
}
To try the example, from the menu, select Window > ToggleExample.