label | (可选)滑动条前的标签。 |
value | 滑动条显示的值。该值决定可拖动滑块的位置。 |
leftValue | 滑动条左端的值。 |
rightValue | 滑动条右端的值。 |
options | 一个可选的布局选项列表,用于指定额外的布局属性。此处传递的任何值都将覆盖 style 定义的设置。另请参阅:GUILayout.Width、GUILayout.Height、GUILayout.MinWidth、GUILayout.MaxWidth、GUILayout.MinHeight、 GUILayout.MaxHeight、GUILayout.ExpandWidth、GUILayout.ExpandHeight。 |
int 用户设置的值。
创建一个滑动条,用户可以进行拖动以在最小值和最大值之间更改整数值。
创建克隆对象的网格。
using UnityEditor; using UnityEngine;
// Simple editor script that lets you clone your object in a grid
public class IntSliderExample : EditorWindow { int cloneTimesX = 1; int cloneTimesY = 1; int cloneTimesZ = 1; int spacing = 2;
[MenuItem("Examples/Editor GUILayout IntSlider usage")] static void Init() { EditorWindow window = GetWindow(typeof(IntSliderExample)); window.Show(); }
void OnGUI() { cloneTimesX = EditorGUILayout.IntSlider(cloneTimesX, 1, 10); cloneTimesY = EditorGUILayout.IntSlider(cloneTimesY, 1, 10); cloneTimesZ = EditorGUILayout.IntSlider(cloneTimesZ, 1, 10);
if (GUILayout.Button("Duplicate object")) CloneSelected(); }
void CloneSelected() { if (!Selection.activeGameObject) { Debug.LogError("Select a GameObject first"); return; }
for (int i = 0; i < cloneTimesX; i++) for (int j = 0; j < cloneTimesY; j++) for (int k = 0; k < cloneTimesZ; k++) Instantiate(Selection.activeGameObject, new Vector3(i, j, k) * spacing, Selection.activeGameObject.transform.rotation); } }
label | (可选)滑动条前的标签。 |
property | 滑动条显示的值。该值决定可拖动滑块的位置。 |
leftValue | 滑动条左端的值。 |
rightValue | 滑动条右端的值。 |
options | 一个可选的布局选项列表,用于指定额外的布局属性。此处传递的任何值都将覆盖 style 定义的设置。另请参阅:GUILayout.Width、GUILayout.Height、GUILayout.MinWidth、GUILayout.MaxWidth、GUILayout.MinHeight、 GUILayout.MaxHeight、GUILayout.ExpandWidth、GUILayout.ExpandHeight。 |
创建一个滑动条,用户可以进行拖动以在最小值和最大值之间更改整数值。
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