EditorWindow.BeginWindows で開始したウィンドウグループを閉じます
Simple editor Window with a window and a button inside.
using UnityEditor; using UnityEngine; using System.Collections; public class IMGUIWindowDemo : EditorWindow { // The position of the window public Rect windowRect = new Rect(100, 100, 200, 200); void OnGUI() { BeginWindows(); // All GUI.Window or GUILayout.Window must come inside here windowRect = GUILayout.Window(1, windowRect, DoWindow, "Hi There"); EndWindows(); } // The window function. This works just like ingame GUI.Window void DoWindow(int unusedWindowID) { GUILayout.Button("Hi"); GUI.DragWindow(); } // Add menu item to show this demo. [MenuItem("Test/GUIWindow Demo")] static void Init() { EditorWindow.GetWindow(typeof(IMGUIWindowDemo)); } }
The placement of the BeginWindows / EndWindows pair determines where popup windows will appear; all windows are clipped to the clipping area
defined by GUI.BeginGroup or GUI.BeginScrollView. A small example of that:
Simple editor window with a window and a button inside using scroll bars.
using UnityEditor; using UnityEngine; using System.Collections; public class IMGUIWindowDemo2 : EditorWindow { // The position of the window public Rect windowRect = new Rect(100, 100, 200, 200); // Scroll position public Vector2 scrollPos = Vector2.zero; void OnGUI() { // Set up a scroll view scrollPos = GUI.BeginScrollView(new Rect(0, 0, position.width, position.height), scrollPos, new Rect(0, 0, 1000, 1000)); // Same code as before - make a window. Only now, it's INSIDE the scrollview BeginWindows(); windowRect = GUILayout.Window(1, windowRect, DoWindow, "Hi There"); EndWindows(); // Close the scroll view GUI.EndScrollView(); } void DoWindow(int unusedWindowID) { GUILayout.Button("Hi"); GUI.DragWindow(); } [MenuItem("Test/GUIWindow Demo 2")] static void Init() { EditorWindow.GetWindow(typeof(IMGUIWindowDemo2)); } }