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CloseGet a named GUIStyle.
private var b : boolean; function OnGUI() { b = GUILayout.Toggle(b, "A toggle button", GUI.skin.GetStyle("Button")); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private bool b; void OnGUI() { b = GUILayout.Toggle(b, "A toggle button", GUI.skin.GetStyle("Button")); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): private b as bool def OnGUI() as void: b = GUILayout.Toggle(b, 'A toggle button', GUI.skin.GetStyle('Button'))
Another example:
// Simple custom editor that when any SimpleExampleScript // is detected in the inspector, it shows it as an IntSlider // and a GUILayouted bar. @CustomEditor(SimpleExampleScript) class CustomEditorExample extends Editor { function OnInspectorGUI() { // Get the place of the next available position in the script target.damage = EditorGUILayout.IntSlider("Damage:",target.damage,1,100); ProgressBar (target.damage / 100.0, "Damage"); target.armor = EditorGUILayout.IntSlider("Armor:",target.armor,1,100); ProgressBar (target.armor / 100.0, "Armor"); } // Custom GUILayout progress bar. function ProgressBar (value : float, label : String) { var size : Vector2 = GUI.skin.GetStyle("ProgressBarText").CalcSize(GUIContent(label)); var rect : Rect = GUILayoutUtility.GetRect (size.x, Mathf.Max(size.y)); rect = Rect(rect.x + 4, rect.y, rect.width -8, rect.height); EditorGUI.ProgressBar (rect, value, label); EditorGUILayout.Space(); } }
And the script attached to this editor script:
// SimpleExampleScript.js // This is not an editor script. var armor : int = 75; var damage : int = 25;