label | Optional label to display in front of the text field. |
text | The text to edit. |
style | Optional GUIStyle. |
options | An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style .See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight. |
string The text entered by the user.
Make a text field.
This works just like GUILayout.TextField, but correctly responds to select all, copy, paste etc. in the editor,
and it can have an optional label in front.
Changes the name of the selected GameObject.
#pragma strict // Automatically change the name of the selected object via a text field public class EditorGUILayoutTextField extends EditorWindow { @MenuItem("Examples/GUILayout TextField") static function Init() { var window: EditorWindow = GetWindow(EditorGUILayoutTextField); window.Show(); } function OnGUI() { GUILayout.Label("Select an object in the hierarchy view"); if (Selection.activeGameObject) Selection.activeGameObject.name = EditorGUILayout.TextField("Object Name: ", Selection.activeGameObject.name); this.Repaint(); } }
// Automatically change the name of the selected object via a text field using UnityEditor; using UnityEngine;
public class EditorGUILayoutTextField : EditorWindow {
[MenuItem("Examples/GUILayout TextField")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUILayoutTextField)); window.Show(); } void OnGUI() { GUILayout.Label("Select an object in the hierarchy view"); if(Selection.activeGameObject) Selection.activeGameObject.name = EditorGUILayout.TextField("Object Name: ", Selection.activeGameObject.name); this.Repaint(); }
}