| foldout | The shown foldout state. |
| content | The label to show. |
| style | Optional GUIStyle. |
bool The foldout state selected by the user. If true, you should render sub-objects.
Make a label with a foldout arrow to the left of it.
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
Create a foldable menu that hides/shows the selected transform.
#pragma strict
// Create a foldable menu that hides/shows the selected transform position.
// If no Transform is selected, the Foldout item will be folded until
// a transform is selected.
public class FoldoutUsageJS extends EditorWindow {
var showPosition: boolean = true;
var status: String = "Select a GameObject";
@MenuItem("Examples/Foldout Usage")
static function Init() {
var window = GetWindow(FoldoutUsageJS);
window.Show();
}
public function OnGUI() {
showPosition = EditorGUILayout.Foldout(showPosition, status);
if (showPosition)if (Selection.activeTransform) {
Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position);
status = Selection.activeTransform.name;
}
if (!Selection.activeTransform) {
status = "Select a GameObject";
showPosition = false;
}
}
public function OnInspectorUpdate() {
this.Repaint();
}
}
// Create a foldable menu that hides/shows the selected transform position. // If no Transform is selected, the Foldout item will be folded until // a transform is selected. using UnityEditor; using UnityEngine;
public class FoldoutUsage : EditorWindow { bool showPosition = true; string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { FoldoutUsage window = (FoldoutUsage)GetWindow(typeof(FoldoutUsage)); window.Show(); } public void OnGUI() { showPosition = EditorGUILayout.Foldout(showPosition, status); if(showPosition) if(Selection.activeTransform) { Selection.activeTransform.position = EditorGUILayout.Vector3Field("Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if(!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } public void OnInspectorUpdate() { this.Repaint(); } }