Unity Editor Styles

private static readonly GUIContent s_ListIsEmpty = EditorGUIUtility.TrTextContent("List is Empty", (string) null, (Texture) null);
internal static readonly string undoAdd = "Add Element To Array";
internal static readonly string undoRemove = "Remove Element From Array";
internal static readonly string undoMove = "Reorder Element In Array";
internal static readonly Rect infinityRect = new Rect(float.NegativeInfinity, float.NegativeInfinity, float.PositiveInfinity, float.PositiveInfinity);
public GUIContent iconToolbarPlus = EditorGUIUtility.TrIconContent("Toolbar Plus", "Add to the list");
public GUIContent iconToolbarPlusMore = EditorGUIUtility.TrIconContent("Toolbar Plus More", "Choose to add to the list");
public GUIContent iconToolbarMinus = EditorGUIUtility.TrIconContent("Toolbar Minus", "Remove selection from the list");
public readonly GUIStyle draggingHandle = (GUIStyle) "RL DragHandle";
public readonly GUIStyle headerBackground = (GUIStyle) "RL Header";
private readonly GUIStyle emptyHeaderBackground = (GUIStyle) "RL Empty Header";
public readonly GUIStyle footerBackground = (GUIStyle) "RL Footer";
public readonly GUIStyle boxBackground = (GUIStyle) "RL Background";
public readonly GUIStyle preButton = (GUIStyle) "RL FooterButton";
public readonly GUIStyle elementBackground = (GUIStyle) "RL Element";
internal readonly GUIStyle defaultLabel = new GUIStyle(EditorStyles.label);
public const int padding = 6;
public const int dragHandleWidth = 20;
internal const int propertyDrawerPadding = 8;
internal const int minHeaderHeight = 2;
private const float elementPadding = 2f;

if (UnityEngine.Event.current.type == UnityEngine.EventType.Repaint)
this.footerBackground.Draw(rect, false, false, false, false);


posted @ 2022-02-22 20:35  lilei9110  阅读(144)  评论(0编辑  收藏  举报