Version: 5.4
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);

パラメーター

label フィールドのラベル
layer フィールドに表示するレイヤー
style オプションの GUIStyle
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.

戻り値

int ユーザーによって設定された値

説明

レイヤー選択フィールドを作成します。


Set the layer of the selected GameObjects.

    // Simple editor script that lets you set the layer for the selected GameObjects.
    
    class EditorGUILayoutLayerField extends EditorWindow {
    
        var selectedLayer : int = 0;
        @MenuItem("Examples/Set Layer For Selection")
        static function Init() {
            var window = GetWindow(EditorGUILayoutLayerField);
            window.Show();
        }
        //Disable menu if we dont have at least 1 gameobject selected
        @MenuItem("Examples/Set Layer For Selection", true)
        static function ValidateSelection() {
            return    Selection.activeGameObject != null;
        }
        
        function OnGUI() {
            selectedLayer = EditorGUILayout.LayerField("Layer for Objects:",selectedLayer);
            if(GUILayout.Button("Set Layer!"))
                SetLayer();
        }
        function SetLayer() {
            for(var go : GameObject in Selection.gameObjects)
                go.layer = selectedLayer;
        }
    }
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