Derive from this class to create an editor window.
// JavaScript example: class MyWindow extends EditorWindow { var myString = "Hello World"; var groupEnabled = false; var myBool = true; var myFloat = 1.23; // Add menu named "My Window" to the Window menu @MenuItem ("Window/My Window") static function Init () { // Get existing open window or if none, make a new one: var window = ScriptableObject.CreateInstance.<MyWindow>(); } function OnGUI () { GUILayout.Label ("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField ("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle ("Toggle", myBool); myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup (); } }
// C# example: using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { string myString = "Hello World"; bool groupEnabled; bool myBool = true; float myFloat = 1.23f; // Add menu named "My Window" to the Window menu [MenuItem ("Window/My Window")] static void Init () { // Get existing open window or if none, make a new one: MyWindow window = (MyWindow)EditorWindow.GetWindow (typeof (MyWindow)); } void OnGUI () { GUILayout.Label ("Base Settings", EditorStyles.boldLabel); myString = EditorGUILayout.TextField ("Text Field", myString); groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled); myBool = EditorGUILayout.Toggle ("Toggle", myBool); myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3); EditorGUILayout.EndToggleGroup (); } }
focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) |
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mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) |
antiAlias | |
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autoRepaintOnSceneChange | Does the window automatically repaint whenever the scene has changed? |
depthBufferBits | |
maximized | Is this window maximized. |
maxSize | The maximum size of this window. |
minSize | The minimum size of this window. |
position | The position of the window in screen space. |
title | The title of this window. |
wantsMouseMove | Does the GUI in this editor window want MouseMove events? |
BeginWindows | Mark the beginning area of all popup windows. |
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Close | Close the editor window. |
EndWindows | Close a window group started with EditorWindow.BeginWindows. |
Focus | Moves keyboard focus to this EditorWindow. |
RemoveNotification | Stop showing notification message. |
Repaint | Make the window repaint. |
SendEvent | Sends an Event to a window. |
Show | Show the EditorWindow. |
ShowAsDropDown | Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. |
ShowAuxWindow | Show the editor window in the auxiliary window. |
ShowNotification | Show a notification message. |
ShowPopup | Used for popup style windows. |
ShowTab | |
ShowUtility | Show the EditorWindow as a floating utility window. |
FocusWindowIfItsOpen | Focuses the first found EditorWindow of specified type if it is open. |
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GetWindow | Returns the first EditorWindow of type t which is currently on the screen. |
GetWindowWithRect | Returns the first EditorWindow of type t which is currently on the screen. |
OnDestroy | OnDestroy is called when the EditorWindow is closed. |
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OnDidOpenScene | *undocumented*. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Called whenever the scene hierarchy has changed. |
OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. |
OnLostFocus | Called when the window loses keyboard focus. |
OnProjectChange | Called whenever the project has changed. |
OnSelectionChange | Called whenever the selection has changed. |
Update | Called 100 times per second on all visible windows. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
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m_CachedPtr | |
m_InstanceID | |
name | The name of the object. |
GetHashCode | |
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GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
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DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object with className. |
bool | Does the object exist? |
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operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
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OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |