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EditorGUILayout.ColorField

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public static function ColorField(value: Color, params options: GUILayoutOption[]): Color;
public static Color ColorField(Color value, params GUILayoutOption[] options);
public static function ColorField(label: string, value: Color, params options: GUILayoutOption[]): Color;
public static Color ColorField(string label, Color value, params GUILayoutOption[] options);
public static function ColorField(label: GUIContent, value: Color, params options: GUILayoutOption[]): Color;
public static Color ColorField(GUIContent label, Color value, params GUILayoutOption[] options);

Parameters

labelOptional label to display in front of the field.
valueThe color to edit.
optionsAn 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 GameObjects.
class MassiveColorChange extends EditorWindow {
	
	var matColor : Color = Color.white;
	
	@MenuItem("Examples/Mass 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: GameObject in Selection.gameObjects) {
				var rend = t.GetComponent.<Renderer>();
				
				if(rend != null)
					rend.sharedMaterial.color = matColor;
			}
	}
}