Version: 2017.3
public static string TextArea (string text, params GUILayoutOption[] options);
public static string TextArea (string text, GUIStyle style, params GUILayoutOption[] options);


text The text to edit.
style Optional GUIStyle.
options An optional list of layout options that specify extra layout 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.

Valor de retorno

string The text entered by the user.


Make a text area.

This works just like GUILayout.TextArea, but correctly responds to Select all, Copy, Paste etc. in the editor.

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 System.Collections; using System.Collections.Generic; 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); text = EditorGUILayout.TextArea(text, GUILayout.Height(position.height - 30)); EditorGUILayout.EndScrollView(); }

void ReadTextAsset(TextAsset txt) { text = txt.text; txtAsset = txt; } }