position | 要在其中绘制纹理的屏幕矩形。 |
image | 要显示的 Texture。 |
scaleMode | 当图像的宽高比不适合要绘制的宽高比时,如何缩放图像。 |
alphaBlend | 绘制图像时是否应用 Alpha 混合(默认启用)。 |
imageAspect | 用于源图像的宽高比。如果为 0(默认值),则使用图像的宽高比。传入 w/h 来指定所需的宽高比。这让您能够在不改变像素宽度和高度的情况下调整源图像的宽高比。 |
在一个矩形内绘制纹理。
另请参阅:GUI.color、GUI.contentColor。
// Draws a texture in the left corner of the screen. // The texture is drawn in a window 60x60 pixels. // The source texture is given an aspect ratio of 10x1 // and scaled to fit in the 60x60 rectangle. Because // the aspect ratio is preserved, the texture will fit // inside a 60x10 pixel area of the screen rectangle.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Texture aTexture;
void OnGUI() { if (!aTexture) { Debug.LogError("Assign a Texture in the inspector."); return; }
GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F); } }
position | 要在其中绘制纹理的屏幕矩形。 |
image | 要显示的 Texture。 |
scaleMode | 当图像的宽高比不适合要绘制的宽高比时,如何缩放图像。 |
alphaBlend | 绘制图像时是否应用 Alpha 混合(默认启用)。 |
imageAspect | 用于源图像的宽高比。如果为 0(默认值),则使用图像的宽高比。传入 w/h 来指定所需的宽高比。这让您能够在不改变像素宽度和高度的情况下调整源图像的宽高比。 |
color | 要在纹理上应用的着色颜色。 |
borderWidth | 边框的宽度。如果为 0,则绘制完整纹理。 |
borderWidths | 边框(左、上、右和下)的宽度。如果是 Vector4.zero,则绘制完整纹理。 |
borderRadius | 圆角的半径。如果为 0,则不使用圆角。 |
borderRadiuses | 圆角(左上角、右上角、右下角和左下角)的半径。如果为 Vector4.zero,则不使用圆角。 |
在矩形内绘制一个圆角边框。纹理用作边框图案。注意,该方法仅适用于 Shader Model 2.5 及更高版本。
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