EditorGUILayout.Popup 弹出选择菜单

static function Popup (selectedIndex : int, displayedOptions : string[], params options : GUILayoutOption[]) : int
static function Popup (selectedIndex : int, displayedOptions : string[], style : GUIStyle, params options : GUILayoutOption[]) : int
static function Popup (selectedIndex : int, displayedOptions : GUIContent[], params options : GUILayoutOption[]) : int
static function Popup (selectedIndex : int, displayedOptions : GUIContent[], style : GUIStyle, params options : GUILayoutOption[]) : int
static function Popup (label : string, selectedIndex : int, displayedOptions : string[], params options : GUILayoutOption[]) : int
static function Popup (label : string, selectedIndex : int, displayedOptions : string[], style : GUIStyle, params options : GUILayoutOption[]) : int
static function Popup (label : GUIContent, selectedIndex : int, displayedOptions : GUIContent[], params options : GUILayoutOption[]) : int
static function Popup (label : GUIContent, selectedIndex : int, displayedOptions : GUIContent[], style : GUIStyle, params options : GUILayoutOption[]) : int

Parameters参数

Returns

int - The index of the option that has been selected by the user.

返回整数,用户选择的选项索引。

Description描述

Make a generic popup selection field.

制作一个标准弹出选择字段。

Takes the currently selected index as a parameter and returns the index selected by the user.

采用当前选择的索引作为参数并返回用户选择的索引。

 

EditorGUILayout.Popup 弹出选择菜单

Create a primitive depending on the option selected.
创建一个基本物体,取决于用户选择的选项

// Creates an instance of a primitive depending on the option selected by the user.
//创建一个基本物体的实例,取决于用户选择的选项
class EditorGUILayoutPopup extends EditorWindow {
	var options : String[] = ["Cube", "Sphere", "Plane"];
	var index : int = 0;

	@MenuItem("Examples/Editor GUILayout Popup usage")
	static function Init() {
		var window = GetWindow(EditorGUILayoutPopup);
		window.Show();
	}
	function OnGUI() {
		index = EditorGUILayout.Popup(index, options);
		if(GUILayout.Button("Create"))
			InstantiatePrimitive();
	}
	function InstantiatePrimitive() {
		switch (index) {
			case 0:
				var cube : GameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
				cube.transform.position = Vector3.zero;
				break;
			case 1:
				var sphere : GameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere);
				sphere.transform.position = Vector3.zero;
				break;
			case 2:
				var plane : GameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
				plane.transform.position = Vector3.zero;
				break;
			default:
				Debug.LogError("Unrecognized Option");
				break;
		}
	}
}
Page last updated: 2011-7-14