label | Optional label in front of the field. |
layer | The layer shown in the field. |
style | Optional GUIStyle. |
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 layer selected by the user.
Make a layer selection field.
Set the layer of the selected GameObjects.
#pragma strict
// Simple editor script that lets you set the layer for the // selected GameObjects.
public class LayerFieldExample extends EditorWindow {
static var selectedLayer: int = 0;
@MenuItem("Examples/Layer Field usage") static function Init() { var window = GetWindow(LayerFieldExample); window.Show(); }
// Disable menu if we dont have at least 1 gameobject selected @MenuItem("Examples/Layer Field usage", true) static function ValidateSelection() { return Selection.activeGameObject != null; }
function OnGUI() { selectedLayer = EditorGUILayout.LayerField("Layer for Objects:", selectedLayer); if (GUILayout.Button("Set Layer!")) SetLayer(); }
static function SetLayer() { for (var go in Selection.gameObjects) go.layer = selectedLayer; } }
// Simple editor script that lets you set the layer for the // selected GameObjects.
using UnityEngine; using UnityEditor;
public class LayerFieldExample : EditorWindow {
static int selectedLayer = 0;
[MenuItem ("Examples/Layer Field usage")] static void Init() { LayerFieldExample window = (LayerFieldExample)GetWindow(typeof(LayerFieldExample)); window.Show(); } // Disable menu if we dont have at least 1 gameobject selected [MenuItem ("Examples/Layer Field usage", true)] static bool ValidateSelection() { return Selection.activeGameObject != null; } void OnGUI() { selectedLayer = EditorGUILayout.LayerField("Layer for Objects:", selectedLayer); if(GUILayout.Button("Set Layer!")) SetLayer(); } static void SetLayer() { foreach (var go in Selection.gameObjects) go.layer = selectedLayer; } }