Version: 5.6
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, string text);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, Texture image);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, GUIContent content);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, string text, GUIStyle style);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, Texture image, GUIStyle style);
public static Rect Window (int id, Rect clientRect, GUI.WindowFunction func, GUIContent title, GUIStyle style);

파라미터

Style An optional style to use for the window. If left out, the window style from the current GUISkin is used.
id ID number for the window (can be any value as long as it is unique).
clientRect Onscreen rectangle denoting the window's position and size.
func Script function to display the window's contents.
text Text to render inside the window.
image Image to render inside the window.
content GUIContent to render inside the window.
style Style information for the window.
title Text displayed in the window's title bar.

반환

Rect Onscreen rectangle denoting the window's position and size.

설명

Make a popup window.

Windows float above normal GUI controls, feature click-to-focus and can optionally be dragged around by the end user. Unlike other controls, you need to pass them a separate function that renders the GUI controls inside the window.

Note: If you are using GUILayout to place your components inside the window, you should use GUILayout.Window. Also, if MonoBehaviour.useGUILayout is set to false then a call to GUI.Window will not have any effect, even though it is not a GUILayout function.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect = new Rect(20, 20, 120, 50); void OnGUI() { windowRect = GUI.Window(0, windowRect, DoMyWindow, "My Window"); } void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) print("Got a click"); } }

You can use the same function to create multiple windows. Just make sure that each window has its own ID. Example:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect0 = new Rect(20, 20, 120, 50); public Rect windowRect1 = new Rect(20, 100, 120, 50); void OnGUI() { windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, "My Window"); windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, "My Window"); } void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) print("Got a click in window " + windowID); GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }

To stop showing a window, simply stop calling GUI.Window from inside your main OnGUI function:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public bool doWindow0 = true; void DoWindow0(int windowID) { GUI.Button(new Rect(10, 30, 80, 20), "Click Me!"); } void OnGUI() { doWindow0 = GUI.Toggle(new Rect(10, 10, 100, 20), doWindow0, "Window 0"); if (doWindow0) GUI.Window(0, new Rect(110, 10, 200, 60), DoWindow0, "Basic Window"); } }

To make a window that gets its size from automatic GUI layouting, use GUILayout.Window. Call Ordering Windows need to be drawn back-to-front; windows on top of other windows need to be drawn later than the ones below them. This means that you can not count on your DoWindow functions to be called in any particular order. In order for this to work seamlessly, the following values are stored when you create your window (using the Window function), and retrieved when your DoWindow gets called: GUI.skin, GUI.enabled, GUI.color, GUI.backgroundColor, GUI.contentColor, GUI.matrix.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Rect windowRect0 = new Rect(20, 20, 120, 50); public Rect windowRect1 = new Rect(20, 100, 120, 50); void OnGUI() { GUI.color = Color.red; windowRect0 = GUI.Window(0, windowRect0, DoMyWindow, "Red Window"); GUI.color = Color.green; windowRect1 = GUI.Window(1, windowRect1, DoMyWindow, "Green Window"); } void DoMyWindow(int windowID) { if (GUI.Button(new Rect(10, 20, 100, 20), "Hello World")) print("Got a click in window with color " + GUI.color); GUI.DragWindow(new Rect(0, 0, 10000, 10000)); } }

Note that you can use the alpha component of GUI.color to fade windows in and out.

See Also: DragWindow, BringWindowToFront, BringWindowToBack.