text | 編集するテキスト |
style | オプションの GUIStyle |
options | 指定してレイアウトオプションを渡すときのレイアウトオプションのリスト。ここで設定したものは style によって設定された値を上書きします。See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. |
string ユーザーによって入力されたテキスト
テキストの領域を作成します。
This works just like @@GUILayout.TextArea@@ with proper responsiveness to actions like Select all, Copy, Paste in the Editor.
For Undo support, see Undo.RecordObject.
To make the text wrap, set EditorStyles.textField.wordWrap.
Quick script editor.
// Simple script that lets you visualize your scripts in an editor window // This can be expanded to save your scripts also in the editor window.
using UnityEngine; using UnityEditor;
public class TextAreaExample : EditorWindow { string text = "Nothing Opened..."; TextAsset txtAsset; Vector2 scroll;
[MenuItem("Examples/TextArea usage")] static void Init() { TextAreaExample window = (TextAreaExample)GetWindow(typeof(TextAreaExample), true, "EditorGUILayout.TextArea"); window.Show(); }
Object source;
void OnGUI() { source = EditorGUILayout.ObjectField(source, typeof(Object), true); TextAsset newTxtAsset = (TextAsset)source;
if (newTxtAsset != txtAsset) ReadTextAsset(newTxtAsset);
scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Height(position.height - 30)); text = EditorGUILayout.TextArea(text); EditorGUILayout.EndScrollView(); }
void ReadTextAsset(TextAsset txt) { text = txt.text; txtAsset = txt; } }