EditorGUILayout.MaskField

Declaration

public static int MaskField(GUIContent label, int mask, string[] displayedOptions, GUIStyle style, params GUILayoutOption[] options);

Declaration

public static int MaskField(string label, int mask, string[] displayedOptions, GUIStyle style, params GUILayoutOption[] options);

Declaration

public static int MaskField(GUIContent label, int mask, string[] displayedOptions, params GUILayoutOption[] options);

Declaration

public static int MaskField(string label, int mask, string[] displayedOptions, params GUILayoutOption[] options);

Declaration

public static int MaskField(int mask, string[] displayedOptions, GUIStyle style, params GUILayoutOption[] options);

Declaration

public static int MaskField(int mask, string[] displayedOptions, params GUILayoutOption[] options);

Parameters

label Prefix label of the field.
mask The current mask to display.
displayedOption A string array containing the labels for each flag.
options An optional list of layout options that specify extra layout properties. Any values passed in here will override settings defined by the style.
Additional resources: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

int The value modified by the user.

Description

Make a field for masks.


Simple window that shows the mask field.

using UnityEngine;
using UnityEditor;

public class MaskFieldExample : EditorWindow { static int flags = 0; static string[] options = new string[] {"CanJump", "CanShoot", "CanSwim"};

[MenuItem("Examples/Mask Field usage")] static void Init() { MaskFieldExample window = (MaskFieldExample)GetWindow(typeof(MaskFieldExample)); window.Show(); }

void OnGUI() { flags = EditorGUILayout.MaskField("Player Flags", flags, options);

// Display the flags in disabled toggles GUI.enabled = false; for (var i = 0; i < options.Length; i++) { var value = (flags & (1 << i)) != 0; EditorGUILayout.Toggle(options[i], value); } GUI.enabled = true; } }

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