EditorGUI.ColorField

Declaration

public static Color ColorField(Rect position, Color value);

Declaration

public static Color ColorField(Rect position, string label, Color value);

Declaration

public static Color ColorField(Rect position, GUIContent label, Color value);

Declaration

public static Color ColorField(Rect position, GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr);
Obsolete Use EditorGUI.ColorField(Rect position, GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr).

Declaration

public static Color ColorField(Rect position, GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, ColorPickerHDRConfig hdrConfig);

Parameters

position Rectangle on the screen to use for the field.
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.

Returns

Color The color selected by the user.

Description

Makes a field for selecting a Color.


Color field in an Editor Window.

using UnityEngine;
using UnityEditor;

// Change The color of the selected Game Objects class EditorGUIColorField : EditorWindow { Color matColor = Color.white;

[MenuItem("Examples/Mass Color Change")]

static void Init() { var window = GetWindow<EditorGUIColorField>(); window.position = new Rect(0, 0, 170, 60); window.Show(); }

void OnGUI() { matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15), "New Color:", matColor); if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change!")) { ChangeColors(); } }

void ChangeColors() { if (Selection.activeGameObject) { foreach (GameObject obj in Selection.gameObjects) { Renderer rend = obj.GetComponent<Renderer>();

if (rend != null) { rend.sharedMaterial.color = matColor; } } } } }

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