scrollPosition | スクロールの現在の位置 |
alwayShowHorizontal | 水平スクロールバーを常に表示するためのオプション。false または省略した場合、現在の位置がスクロールビューよりも大きい場合に表示されます。 |
alwayShowVertical | 垂直スクロールバーを常に表示するためのオプション。false または省略した場合、現在の位置がスクロールビューよりも大きい場合に表示されます。 |
horizontalScrollbar | 水平スクロールバーで使用するGUIStyleのオプションパラメーター。false や省略した場合は、現在使用されているGUISkinから horizontalScrollbar のスタイルを使用します。 |
verticalScrollbar | 垂直スクロールバーで使用するGUIStyleのオプションパラメーター。false や省略した場合は、現在使用されているGUISkinから verticalScrollbar のスタイルを使用します。 |
Vector2
The 変更された scrollPosition
。例にあるように戻り値として得た値は変数に渡します。
自動的にレイアウトされるスクロールビューを開始します
These work just like GUILayout.BeginScrollView but feel more application-like and should be used in the editor
Label inside a scroll view.
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;
public class BeginScrollViewExample : EditorWindow { Vector2 scrollPos; string t = "This is a string inside a Scroll view!";
[MenuItem("Examples/Modify internal Quaternion")] static void Init() { BeginScrollViewExample window = (BeginScrollViewExample)EditorWindow.GetWindow(typeof(BeginScrollViewExample), true, "My Empty Window"); window.Show(); }
void OnGUI() { EditorGUILayout.BeginHorizontal(); scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(100), GUILayout.Height(100)); GUILayout.Label(t); EditorGUILayout.EndScrollView(); if (GUILayout.Button("Add More Text", GUILayout.Width(100), GUILayout.Height(100))) t += " \nAnd this is more text!"; EditorGUILayout.EndHorizontal(); if (GUILayout.Button("Clear")) t = ""; } }
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