selected | The index of the selected button. |
texts | An array of strings to show on the buttons. |
images | An array of textures on the buttons. |
contents | An array of text, image and tooltips for the button. |
xCount | How many elements to fit in the horizontal direction. The elements will be scaled to fit unless the style defines a fixedWidth to use. The height of the control will be determined from the number of elements. |
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. |
int The index of the selected button.
Make a Selection Grid.
Selection grid in the Game View.
var selGridInt : int = 0; var selStrings : String[] = ["Grid 1", "Grid 2", "Grid 3", "Grid 4"]; function OnGUI () { selGridInt = GUILayout.SelectionGrid (selGridInt, selStrings, 2); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public int selGridInt = 0; public string[] selStrings = new string[] {"Grid 1", "Grid 2", "Grid 3", "Grid 4"}; void OnGUI() { selGridInt = GUILayout.SelectionGrid(selGridInt, selStrings, 2); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public selGridInt as int = 0 public selStrings as (string) = (of string: 'Grid 1', 'Grid 2', 'Grid 3', 'Grid 4') def OnGUI() as void: selGridInt = GUILayout.SelectionGrid(selGridInt, selStrings, 2)