/// <summary> /// 모든 툴에서 사용될 수직 리스트 레이아웃 /// </summary> /// <param name="ScrollPosition"></param> /// <param name="data"></param> /// <param name="selection"></param> /// <param name="source"></param> /// <param name="uiWidth"></param> public static void EditorToolListLayer(ref Vector2 ScrollPosition, BaseData data, ref int selection, ref UnityObject source, int uiWidth) { EditorGUILayout.BeginVertical(GUILayout.Width(uiWidth)); { EditorGUILayout.Separator(); EditorGUILayout.BeginVertical("box"); { ScrollPosition = EditorGUILayout.BeginScrollView(ScrollPosition); { if (data.GetDataCount() > 0) { int lastSelection = selection; //선택을 바꿧는지를 체크하기 위해 selection = GUILayout.SelectionGrid(selection, data.GetNameList(true), 1); if (lastSelection != selection) { // 선택이 바뀌었다. source = null; } } } EditorGUILayout.EndScrollView(); } EditorGUILayout.EndVertical(); } EditorGUILayout.EndVertical(); }
public void AddItemList(BaseData data) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginVertical(GUILayout.Width(pw.mWidth)); EditorGUILayout.Separator(); EditorGUILayout.BeginVertical("box"); SP1 = EditorGUILayout.BeginScrollView(SP1); if(data.GetDataCount() > 0) { var prev = selection; selection = GUILayout.SelectionGrid(selection, data.GetNameList(true), 1); if(prev != selection) { this.tmpIcon = null; GUI.FocusControl("ID"); } } EditorGUILayout.EndScrollView(); EditorGUILayout.EndVertical(); EditorGUILayout.EndVertical(); }