position | Rectangle on the screen to use for the arrow and label. |
foldout | The shown foldout state. |
content | The label to show. |
style | Optional GUIStyle. |
toggleOnLabelClick | Should the label be a clickable part of the control? |
bool The foldout state selected by the user. If true, you should render sub-objects.
Make a label with a foldout arrow to the left of it.
This is useful for creating tree or folder like structures where child objects are only shown if the parent is folded out.
Foldout in an Editor Window.
// Create a foldable menu that hides/shows the selected transform // position. // if no Transform is selected, the Foldout item will be folded until // a transform is selected. class EditorGUIFoldout extends EditorWindow { var showPosition : boolean = true; var status : String = "Select a GameObject"; @MenuItem("Examples/Foldout Usage") static function Init() { var window = GetWindow(EditorGUIFoldout); window.position = Rect(0, 0, 150, 60); window.Show(); } function OnGUI() { showPosition = EditorGUI.Foldout(Rect(3,3,position.width-6,15),showPosition, status); if(showPosition) if(Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(Rect(3,25,position.width -6 ,40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; } if(!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } } function OnInspectorUpdate() { this.Repaint(); } }