public static Color ColorField (Color value, params GUILayoutOption[] options);
public static Color ColorField (string label, Color value, params GUILayoutOption[] options);
public static Color ColorField (GUIContent label, Color value, params GUILayoutOption[] options);
public static Color ColorField (GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, ColorPickerHDRConfig hdrConfig, params GUILayoutOption[] options);

파라미터

labelOptional label to display in front of the field.
valueThe color to edit.
showEyedropperIf true, the color picker should show the eyedropper control. If false, don't show it.
showAlphaIf true, allow the user to set an alpha value for the color. If false, hide the alpha component.
hdrIf true, treat the color as an HDR value. If false, treat it as a standard LDR value.
hdrConfigAn object that sets the presentation parameters for an HDR color. If not using an HDR color, set this to null.
optionsAn optional list of layout options that specify extra layout 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.

반환

Color The color selected by the user.

설명

Make a field for selecting a Color.


Change the color of the selected GameObjects.

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; } } }