label | Optional label to display in front of the field. |
value | The color to edit. |
showEyedropper | If true, the color picker should show the eyedropper control. If false, don't show it. |
showAlpha | If true, allow the user to set an alpha value for the color. If false, hide the alpha component. |
hdr | If true, treat the color as an HDR value. If false, treat it as a standard LDR value. |
hdrConfig | An object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null. |
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. |
Color The color selected by the user.
Make a field for selecting a Color.
Change the color of the selected GameObjects.
// Change the color of the selected GameObjects. class MassiveColorChange extends EditorWindow {
var matColor : Color = Color.white;
@MenuItem("Examples/Mass Color Change") static function Init() { var window = GetWindow(MassiveColorChange); window.Show(); }
function OnGUI() { matColor = EditorGUILayout.ColorField("New Color", matColor);
if(GUILayout.Button("Change!")) ChangeColors(); }
function ChangeColors() { if(Selection.activeGameObject) for(var t: GameObject in Selection.gameObjects) { var rend = t.GetComponent.<Renderer>();
if(rend != null) rend.sharedMaterial.color = matColor; } } }
using UnityEngine; using UnityEditor;
// Change the color of the selected GameObjects.
public class ExampleClass : EditorWindow { Color matColor = Color.white;
[MenuItem("Examples/Mass Color Change")] static void Init() { EditorWindow window = GetWindow(typeof(ExampleClass)); window.Show(); }
void OnGUI() { matColor = EditorGUILayout.ColorField("New Color", matColor);
if (GUILayout.Button("Change!")) ChangeColors(); }
private void ChangeColors() { if (Selection.activeGameObject) foreach (GameObject t in Selection.gameObjects) { Renderer rend = t.GetComponent<Renderer>();
if (rend != null) rend.sharedMaterial.color = matColor; } } }
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