Version: 5.4
public static int LayerField (int layer, params GUILayoutOption[] options);
public static int LayerField (int layer, GUIStyle style, params GUILayoutOption[] options);
public static int LayerField (string label, int layer, params GUILayoutOption[] options);
public static int LayerField (string label, int layer, GUIStyle style, params GUILayoutOption[] options);
public static int LayerField (GUIContent label, int layer, params GUILayoutOption[] options);
public static int LayerField (GUIContent label, int layer, GUIStyle style, params GUILayoutOption[] options);

파라미터

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.

반환

int The layer selected by the user.

설명

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;
        }
    }