EditorGUILayout.ColorField
static function ColorField(value: Color, params options: GUILayoutOption[]): Color;
static Color ColorField(Color value, params GUILayoutOption[] options);
static def ColorField(value as Color, *options as GUILayoutOption[]) as Color
static function ColorField(label: string, value: Color, params options: GUILayoutOption[]): Color;
static Color ColorField(string label, Color value, params GUILayoutOption[] options);
static def ColorField(label as string, value as Color, *options as GUILayoutOption[]) as Color
static function ColorField(label: GUIContent, value: Color, params options: GUILayoutOption[]): Color;
static Color ColorField(GUIContent label, Color value, params GUILayoutOption[] options);
static def ColorField(label as GUIContent, value as Color, *options as GUILayoutOption[]) as Color
Parameters

label Optional label to display in front of the field.
value The color to edit.
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.
Returns
Color The color selected by the user.
Description

Make a field for selecting a Color.


Change the color of the selected GameObjects.
	// Change The color of the selected Game Objects
	
	class MassiveColorChange extends EditorWindow {
		
		var matColor : Color = Color.white;
		
		@MenuItem("Examples/Massive Color Change")
		static function Init() {
			var window = GetWindow(MassiveColorChange);
			window.Show();
		}
		function OnGUI() {
			matColor = EditorGUILayout.ColorField("New Color", matColor);
			
			if(GUILayout.Button("Change!"))
				ChangeColors();
		}
		
		function ChangeColors() {
			if(Selection.activeGameObject)
				for(var t in Selection.gameObjects)
					if(t.renderer)
						t.renderer.sharedMaterial.color = matColor;
		}
	}