Basically, I want to figure out how I can:
I've run into this issue a few times with different classes inheriting from Editor, and previously solved by using a PropertyField rather than a TextArea/TextField, but that gets rid of the TextArea-style formatting that I want.
Also, classes inheriting from EditorWindow don't seem to allow it in the same way (t = (script type)target;
doesn't work, and PropertyField needs it)..?
I'm pretty new to custom inspectors and this stuff, so code examples would be super helpful if possible.
Thanks!
Before starting a general note because you mentioned it in your question:
Whenever possible I strongly recommend to avoid using target
at all! In particular do not set any fields directly. this makes things like marking your scene direty and thus saving changes and also Undo/Redo functionality pretty complicated as you will have to implement it by yourself!
Rather always go through SerializedProperty
combined with SerializedObject.Update
and SerializedObject.ApplyModifiedProperties
(examples will be below). This handles all this stuff like marking dirty and thus saving the scene changes and Undo/Redo automatically for you!
Then to the TextArea.
Lets say you have a class like
public class Example : MonoBehaviour
{
[SerializeField] private string _exampleString;
public string AnotherExampleString;
}
Basically there are three main options. I will do the Editor
(custom Inspector) script first since there you are a bit more flexible.
The EditorWindow
will be below.
[TextArea]
Actually you wouldn't even need an Editor
script at all! Simply tag the according field(s) as [TextArea]
like this:
public class Example : MonoBehaviour
{
[SerializeField] [TextArea] private string _exampleString;
// You can also directly configure the min and max line count here as well
// By default it is 3 lines
[TextAre(3,7)] public string AnotherExampleString;
}
This already looks like this
EditorGUILayout.PropertyField
Then if you still need the Editor
script the good thing about a EditorGUILayout.PropertyField
is it automatically uses the correct drawer for the according type ... and it also applies all editor attributes! Isn't this great?
So simply having and Editor
like
[CustomEditor(typeof(Example))]
public class ExampleEditor : Editor
{
private SerializedProperty _exampleString;
private SerializedProperty AnotherExampleString;
private void OnEnable()
{
// Link in the serialized properties to their according fields
_exampleString = serializedObject.FindProperty("_exampleString");
AnotherExampleString = serializedObject.FindProperty("AnotherExampleString");
}
public override void OnInspectorGUI()
{
DrawScriptField();
// load the real target values into the serialized properties
serializedObject.Update();
EditorGUILayout.PropertyField(_exampleString);
EditorGUILayout.PropertyField(AnotherExampleString);
// write back the changed properties into the real target
serializedObject.ApplyModifiedProperties();
}
// Little bonus from my side so you have the script field on top
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((Example)target), typeof(Example), false);
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
The result looks basically exactly the same:
EditorGUILayout.TextField
Using a EditorGUILayout.TextArea
you can display any string
as a multi-line text area. This also applies to an EditorWindow
.
Lets say again we didn't tag our string
fields
public class Example : MonoBehaviour
{
[SerializeField] private string _exampleString;
public string AnotherExampleString;
}
But we can make them appear just as before using this Editor
script:
[CustomEditor(typeof(Example))]
public class ExampleEditor : Editor
{
private SerializedProperty _exampleString;
private SerializedProperty AnotherExampleString;
private Vector2 scroll1;
private Vector2 scroll2;
private void OnEnable()
{
// Link in the serialized properties to their according fields
_exampleString = serializedObject.FindProperty("_exampleString");
AnotherExampleString = serializedObject.FindProperty("AnotherExampleString");
}
public override void OnInspectorGUI()
{
DrawScriptField();
// load the real target values into the serialized properties
serializedObject.Update();
EditorGUILayout.PrefixLabel(_exampleString.displayName);
scroll1 = EditorGUILayout.BeginScrollView(scroll1,GUILayout.MaxHeight(3 * EditorGUIUtility.singleLineHeight));
_exampleString.stringValue = EditorGUILayout.TextArea(_exampleString.stringValue, EditorStyles.textArea);
EditorGUILayout.EndScrollView();
EditorGUILayout.PrefixLabel(AnotherExampleString.displayName);
scroll2 = EditorGUILayout.BeginScrollView(scroll2, GUILayout.MaxHeight(7 * EditorGUIUtility.singleLineHeight));
AnotherExampleString.stringValue = EditorGUILayout.TextArea(AnotherExampleString.stringValue);
EditorGUILayout.EndScrollView();
// write back the changed properties into the real target
serializedObject.ApplyModifiedProperties();
}
// Little bonus from my side so you have the script field on top
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((Example)target), typeof(Example), false);
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
Though you can see we already had to fake it a bit using the additional EditorGUILayout.BeginScrollView
This same thing you can also do in an EditorWindow
. Most of the times it makes not much sense to go through SerializedProperty
for EditorWindow
public class ExampleWindow : EditorWindow
{
private string exampleString;
private Vector2 scroll;
[MenuItem("Example/Show ExampleWindow")]
private static void Initialize()
{
var window = GetWindow<ExampleWindow>();
window.Show();
}
private void OnGUI()
{
EditorGUILayout.PrefixLabel("Example String");
scroll = EditorGUILayout.BeginScrollView(scroll,GUILayout.MaxHeight(3 * EditorGUIUtility.singleLineHeight));
exampleString = EditorGUILayout.TextArea(exampleString, EditorStyles.textArea);
EditorGUILayout.EndScrollView();
}
}
which results in