| label | Optional label in front of the slider. |
| value | The value the slider shows. This determines the position of the draggable thumb. |
| leftValue | The value at the left end of the slider. |
| rightValue | The value at the right end of the slider. |
| 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 value that has been set by the user.
Make a slider the user can drag to change an integer value between a min and a max.
Create a grid of cloned Objects.
#pragma strict
// Simple editor script that lets you clone your object in a grid
class EditorGUILayoutIntSlider extends EditorWindow {
var cloneTimesX : int = 1;
var cloneTimesY : int = 1;
var cloneTimesZ : int = 1;
var spacing : int = 2;
@MenuItem("Examples/Editor GUILayout IntSlider usage")
static function Init() {
var window = GetWindow(EditorGUILayoutIntSlider);
window.Show();
}
function OnGUI() {
cloneTimesX = EditorGUILayout.IntSlider(cloneTimesX, 1, 10);
cloneTimesY = EditorGUILayout.IntSlider(cloneTimesY, 1, 10);
cloneTimesZ = EditorGUILayout.IntSlider(cloneTimesZ, 1, 10);
if(GUILayout.Button("Duplicate object"))
CloneSelected();
}
function CloneSelected() {
if(!Selection.activeGameObject) {
Debug.LogError("Select a GameObject first");
return;
}
for(var i = 0; i < cloneTimesX; i++)
for(var j = 0; j < cloneTimesY; j++)
for(var k = 0; k < cloneTimesZ; k++)
Instantiate(Selection.activeGameObject,
Vector3(i,j,k)*spacing,
Selection.activeGameObject.transform.rotation);
}
}
using UnityEditor;
using UnityEngine;
// Simple editor script that lets you clone your object in a grid
public class IntSliderExample : EditorWindow {
int cloneTimesX = 1;
int cloneTimesY = 1;
int cloneTimesZ = 1;
int spacing = 2;
[MenuItem("Examples/Editor GUILayout IntSlider usage")]
static void Init() {
EditorWindow window = GetWindow(typeof(IntSliderExample));
window.Show();
}
void OnGUI() {
cloneTimesX = EditorGUILayout.IntSlider(cloneTimesX, 1, 10);
cloneTimesY = EditorGUILayout.IntSlider(cloneTimesY, 1, 10);
cloneTimesZ = EditorGUILayout.IntSlider(cloneTimesZ, 1, 10);
if(GUILayout.Button("Duplicate object"))
CloneSelected();
}
void CloneSelected() {
if(!Selection.activeGameObject) {
Debug.LogError("Select a GameObject first");
return;
}
for (int i = 0; i < cloneTimesX; i++)
for (int j = 0; j < cloneTimesY; j++)
for (int k = 0; k < cloneTimesZ; k++)
Instantiate(Selection.activeGameObject,
Vector3(i, j, k)*spacing,
Selection.activeGameObject.transform.rotation);
}
}
| label | Optional label in front of the slider. |
| property | The value the slider shows. This determines the position of the draggable thumb. |
| leftValue | The value at the left end of the slider. |
| rightValue | The value at the right end of the slider. |
| 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. |
Make a slider the user can drag to change an integer value between a min and a max.