public static string TextField (string text, params GUILayoutOption[] options);
public static string TextField (string text, GUIStyle style, params GUILayoutOption[] options);
public static string TextField (string label, string text, params GUILayoutOption[] options);
public static string TextField (string label, string text, GUIStyle style, params GUILayoutOption[] options);
public static string TextField (GUIContent label, string text, params GUILayoutOption[] options);
public static string TextField (GUIContent label, string text, GUIStyle style, params GUILayoutOption[] options);

Parameters

label(可选)显示在文本字段前的标签。
text要编辑的文本。
style可选 GUIStyle
options一个可选的布局选项列表,用于指定额外的布局属性。此处传递的任何值都将覆盖 style 定义的设置。
另请参阅:GUILayout.WidthGUILayout.HeightGUILayout.MinWidthGUILayout.MaxWidthGUILayout.MinHeightGUILayout.MaxHeightGUILayout.ExpandWidthGUILayout.ExpandHeight

Returns

string 用户输入的文本。

Description

创建一个文本字段。

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.

// 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(); } }