position | Rectangle on the screen to use for the ScrollView. |
scrollPosition | The pixel distance that the view is scrolled in the X and Y directions. |
viewRect | The rectangle used inside the scrollview. |
horizontalScrollbar | Optional GUIStyle to use for the horizontal scrollbar. If left out, the horizontalScrollbar style from the current GUISkin is used. |
verticalScrollbar | Optional GUIStyle to use for the vertical scrollbar. If left out, the verticalScrollbar style from the current GUISkin is used. |
alwaysShowHorizontal | Optional parameter to always show the horizontal scrollbar. If false or left out, it is only shown when viewRect is wider than position . |
alwaysShowVertical | Optional parameter to always show the vertical scrollbar. If false or left out, it is only shown when viewRect is taller than position . |
Vector2 The modified scrollPosition. Feed this back into the variable you pass in, as shown in the example.
Begin a scrolling view inside your GUI.
ScrollViews let you make a smaller area on-screen look 'into' a much larger area, using scrollbars placed on the sides of the ScrollView.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // The position on of the scrolling viewport public Vector2 scrollPosition = Vector2.zero;
void OnGUI() { // An absolute-positioned example: We make a scrollview that has a really large client // rect and put it in a small rect on the screen. scrollPosition = GUI.BeginScrollView(new Rect(10, 300, 100, 100), scrollPosition, new Rect(0, 0, 220, 200));
// Make four buttons - one in each corner. The coordinate system is defined // by the last parameter to BeginScrollView. GUI.Button(new Rect(0, 0, 100, 20), "Top-left"); GUI.Button(new Rect(120, 0, 100, 20), "Top-right"); GUI.Button(new Rect(0, 180, 100, 20), "Bottom-left"); GUI.Button(new Rect(120, 180, 100, 20), "Bottom-right");
// End the scroll view that we began above. GUI.EndScrollView(); } }
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