position | Rectangle on the screen to use for the field. |
label | Optional label in front of the field. |
selected | The enum option the field shows. |
style | Optional GUIStyle. |
Make an enum popup selection field.
// Shows info of a GameObject depending on the selected option enum OPTIONS { Position = 0, Rotation = 1, Scale = 2, } class EditorGUIEnumPopup extends EditorWindow { var display : OPTIONS = OPTIONS.Position; @MenuItem("Examples/Editor GUI Enum Popup usage") static function Init() { var window = GetWindow(EditorGUIEnumPopup); window.position = Rect(0, 0, 220, 80); window.Show(); } function OnGUI() { var selectedObj : Transform = Selection.activeTransform; display = EditorGUI.EnumPopup( Rect(3,3,position.width - 6, 15), "Show:", display); EditorGUI.LabelField(Rect(0, 20, position.width,15), "Name:", selectedObj ? selectedObj.name : "Select an Object"); if(selectedObj) { switch(display) { case OPTIONS.Position: EditorGUI.LabelField(Rect(0, 40, position.width,15), "Position:", selectedObj.position.ToString()); break; case OPTIONS.Rotation: EditorGUI.LabelField(Rect(0, 40, position.width,15), "Rotation:", selectedObj.rotation.ToString()); break; case OPTIONS.Scale: EditorGUI.LabelField(Rect(0, 40, position.width,15), "Scale:", selectedObj.localScale.ToString()); break; default: Debug.LogError("Unrecognized Option"); break; } } if(GUI.Button(Rect(3,position.height - 25, position.width - 6, 24),"Close")) this.Close(); } }