Get a named GUIStyle.
private var b : boolean;
function OnGUI() { b = GUILayout.Toggle(b, "A toggle button", GUI.skin.GetStyle("Button")); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private bool b; void OnGUI() { b = GUILayout.Toggle(b, "A toggle button", GUI.skin.GetStyle("Button")); } }
Another example:
    // Simple custom editor that when any SimpleExampleScript
    // is detected in the inspector, it shows it as an IntSlider
    // and a GUILayouted bar.
    @CustomEditor(SimpleExampleScript)
    class CustomEditorExample extends Editor {
        function OnInspectorGUI() {
            // Get the place of the next available position in the script
            target.damage = EditorGUILayout.IntSlider("Damage:",target.damage,1,100);
            ProgressBar (target.damage / 100.0, "Damage");
            target.armor = EditorGUILayout.IntSlider("Armor:",target.armor,1,100);
            ProgressBar (target.armor / 100.0, "Armor");
        }
        // Custom GUILayout progress bar.
        function ProgressBar (value : float, label : String) {
            var size : Vector2 = GUI.skin.GetStyle("ProgressBarText").CalcSize(GUIContent(label));
            var rect : Rect = GUILayoutUtility.GetRect (size.x, Mathf.Max(size.y));
            rect = Rect(rect.x + 4, rect.y, rect.width -8, rect.height);
            EditorGUI.ProgressBar (rect, value, label);
            EditorGUILayout.Space();
        }
    }
And the script attached to this editor script:
    // SimpleExampleScript.js
    // This is not an editor script.
    var armor : int = 75;
    var damage : int = 25;
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