关闭由 EditorWindow.BeginWindows 开始的窗口组。
\ 包含一个窗口和一个按钮的简单编辑器窗口。
using UnityEditor; using UnityEngine; using System.Collections; public class IMGUIWindowDemo : EditorWindow { // The position of the window public Rect windowRect = new Rect(100, 100, 200, 200); void OnGUI() { BeginWindows(); // All GUI.Window or GUILayout.Window must come inside here windowRect = GUILayout.Window(1, windowRect, DoWindow, "Hi There"); EndWindows(); } // The window function. This works just like ingame GUI.Window void DoWindow(int unusedWindowID) { GUILayout.Button("Hi"); GUI.DragWindow(); } // Add menu item to show this demo. [MenuItem("Test/GUIWindow Demo")] static void Init() { EditorWindow.GetWindow(typeof(IMGUIWindowDemo)); } }
BeginWindows/EndWindows 对的位置决定了弹出窗口的显示位置;所有窗口都会裁剪到
由 GUI.BeginGroup 或 GUI.BeginScrollView 定义的裁剪区域。下面是该情况的一个小示例:
\
包含一个窗口和一个按钮并使用滚动条的简单编辑器窗口。
using UnityEditor; using UnityEngine; using System.Collections; public class IMGUIWindowDemo2 : EditorWindow { // The position of the window public Rect windowRect = new Rect(100, 100, 200, 200); // Scroll position public Vector2 scrollPos = Vector2.zero; void OnGUI() { // Set up a scroll view scrollPos = GUI.BeginScrollView(new Rect(0, 0, position.width, position.height), scrollPos, new Rect(0, 0, 1000, 1000)); // Same code as before - make a window. Only now, it's INSIDE the scrollview BeginWindows(); windowRect = GUILayout.Window(1, windowRect, DoWindow, "Hi There"); EndWindows(); // Close the scroll view GUI.EndScrollView(); } void DoWindow(int unusedWindowID) { GUILayout.Button("Hi"); GUI.DragWindow(); } [MenuItem("Test/GUIWindow Demo 2")] static void Init() { EditorWindow.GetWindow(typeof(IMGUIWindowDemo2)); } }