Name | Description |
---|---|
text | Text to display on the button. |
image | Texture to display on the button. |
content | Text, image and tooltip for this button. |
style | The style to use. If left out, the button style from the current GUISkin is used. |
options |
An optional list of layout options that specify extra layouting 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 |
boolean - /true/ when the holds down the mouse
Make a repeating button. The button returns true as long as the user holds down the mouse
Repeat Buttons in the Game View.
// Draws a button with an image and a button with text
var tex : Texture;
function OnGUI() {
if(!tex) {
Debug.LogError("No texture found, please assign a texture on the inspector");
}
if(GUILayout.RepeatButton (tex)) {
Debug.Log("Clicked the image");
}
if(GUILayout.RepeatButton ("I am a regular Automatic Layout Button")) {
Debug.Log("Clicked Button");
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Texture tex;
void OnGUI() {
if (!tex)
Debug.LogError("No texture found, please assign a texture on the inspector");
if (GUILayout.RepeatButton(tex))
Debug.Log("Clicked the image");
if (GUILayout.RepeatButton("I am a regular Automatic Layout Button"))
Debug.Log("Clicked Button");
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public tex as Texture
def OnGUI():
if not tex:
Debug.LogError('No texture found, please assign a texture on the inspector')
if GUILayout.RepeatButton(tex):
Debug.Log('Clicked the image')
if GUILayout.RepeatButton('I am a regular Automatic Layout Button'):
Debug.Log('Clicked Button')