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.
using UnityEditor; using UnityEngine; using System.Collections;
// 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. public class EditorGUIFoldout : EditorWindow { public bool showPosition = true; public string status = "Select a GameObject"; [MenuItem("Examples/Foldout Usage")] static void Init() { UnityEditor.EditorWindow window = GetWindow(typeof(EditorGUIFoldout)); window.position = new Rect(0, 0, 150, 60); window.Show(); }
void OnGUI() { showPosition = EditorGUI.Foldout(new Rect(3, 3, position.width - 6, 15), showPosition, status); if (showPosition) if (Selection.activeTransform) { Selection.activeTransform.position = EditorGUI.Vector3Field(new Rect(3, 25, position.width - 6, 40), "Position", Selection.activeTransform.position); status = Selection.activeTransform.name; }
if (!Selection.activeTransform) { status = "Select a GameObject"; showPosition = false; } }
void OnInspectorUpdate() { Repaint(); } }