GUIStyle.Draw
Draw(position: Rect, isHover: bool, isActive: bool, on: bool, hasKeyboardFocus: bool): void;
void Draw(Rect position, bool isHover, bool isActive, bool on, bool hasKeyboardFocus);
def Draw(position as Rect, isHover as bool, isActive as bool, on as bool, hasKeyboardFocus as bool) as void
Description

Draw this GUIStyle on to the screen, internal version.

Draw plain GUIStyle without text nor image.
Draw(position: Rect, text: string, isHover: bool, isActive: bool, on: bool, hasKeyboardFocus: bool): void;
void Draw(Rect position, string text, bool isHover, bool isActive, bool on, bool hasKeyboardFocus);
def Draw(position as Rect, text as string, isHover as bool, isActive as bool, on as bool, hasKeyboardFocus as bool) as void
Description

Draw the GUIStyle with a text string inside.

Draw(position: Rect, image: Texture, isHover: bool, isActive: bool, on: bool, hasKeyboardFocus: bool): void;
void Draw(Rect position, Texture image, bool isHover, bool isActive, bool on, bool hasKeyboardFocus);
def Draw(position as Rect, image as Texture, isHover as bool, isActive as bool, on as bool, hasKeyboardFocus as bool) as void
Description

Draw the GUIStyle with an image inside. If the image is too large to fit within the content area of the style it is scaled down.

Draw(position: Rect, content: GUIContent, controlID: int, on: bool = false): void;
void Draw(Rect position, GUIContent content, int controlID, bool on = false);
def Draw(position as Rect, content as GUIContent, controlID as int, on as bool = false) as void
Draw(position: Rect, content: GUIContent, isHover: bool, isActive: bool, on: bool, hasKeyboardFocus: bool): void;
void Draw(Rect position, GUIContent content, bool isHover, bool isActive, bool on, bool hasKeyboardFocus);
def Draw(position as Rect, content as GUIContent, isHover as bool, isActive as bool, on as bool, hasKeyboardFocus as bool) as void
Description

Draw the GUIStyle with text and an image inside. If the image is too large to fit within the content area of the style it is scaled down.