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EditorGUILayout.LayerField

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public static function LayerField(label: GUIContent, layer: int, style: GUIStyle, params options: GUILayoutOption[]): int;
public static int LayerField(GUIContent label, int layer, GUIStyle style, params GUILayoutOption[] options);
public static def LayerField(label as GUIContent, layer as int, style as GUIStyle, *options as GUILayoutOption[]) as int

Parameters

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.

Returns

int The layer selected by the user.

Description

Make a layer selection field.


Set the layer of the selected GameObjects.

	// Simple editor script that lets you set the layer for the selected GameObjects.
	
	class EditorGUILayoutLayerField extends EditorWindow {
	
		var selectedLayer : int = 0;
		@MenuItem("Examples/Set Layer For Selection")
		static function Init() {
			var window = GetWindow(EditorGUILayoutLayerField);
			window.Show();
		}
		//Disable menu if we dont have at least 1 gameobject selected
		@MenuItem("Examples/Set Layer For Selection", true)
		static function ValidateSelection() {
			return	Selection.activeGameObject != null;
		}
		
		function OnGUI() {
			selectedLayer = EditorGUILayout.LayerField("Layer for Objects:",selectedLayer);
			if(GUILayout.Button("Set Layer!"))
				SetLayer();
		}
		function SetLayer() {
			for(var go : GameObject in Selection.gameObjects)
				go.layer = selectedLayer;
		}
	}