Unity - Scripting API: EditorGUILayout.MaskField
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Declaration
public static int MaskField(GUIContent label, int mask, string[] displayedOptions, GUIStyle style, params GUILayoutOption[] options);
Declaration
public static int MaskField(string label, int mask, string[] displayedOptions, GUIStyle style, params GUILayoutOption[] options);
Declaration
public static int MaskField(GUIContent label, int mask, string[] displayedOptions, params GUILayoutOption[] options);
Declaration
public static int MaskField(string label, int mask, string[] displayedOptions, params GUILayoutOption[] options);
Declaration
public static int MaskField(int mask, string[] displayedOptions, GUIStyle style, params GUILayoutOption[] options);
Declaration
public static int MaskField(int mask, string[] displayedOptions, params GUILayoutOption[] options);
Returns
int The value modified by the user.
Description
Make a field for masks.
Simple window that shows the mask field.
using UnityEngine; using UnityEditor;public class MaskFieldExample : EditorWindow { static int flags = 0; static string[] options = new string[] {"CanJump", "CanShoot", "CanSwim"};
[MenuItem("Examples/Mask Field usage")] static void Init() { MaskFieldExample window = (MaskFieldExample)GetWindow(typeof(MaskFieldExample)); window.Show(); }
void OnGUI() { flags = EditorGUILayout.MaskField("Player Flags", flags, options);
// Display the flags in disabled toggles GUI.enabled = false; for (var i = 0; i < options.Length; i++) { var value = (flags & (1 << i)) != 0; EditorGUILayout.Toggle(options[i], value); } GUI.enabled = true; } }