• 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);


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  • 原文地址:https://www.cnblogs.com/lilei9110/p/15924857.html
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