EditorUtility
- ClearProgressBar
- CloneComponent
- CollectDeepHierarchy
- CollectDependencies
- CompressTexture
- CopySerialized
- CreateEmptyPrefab
- CreateGameObjectWithHideFlags
- DisplayCancelableProgressBar
- DisplayDialogComplex
- DisplayDialog
- DisplayPopupMenu
- DisplayProgressBar
- ExtractOggFile
- FindPrefabRoot
- FocusProjectWindow
- FormatBytes
- GetObjectEnabled
- GetPrefabParent
- GetPrefabType
- InstanceIDToObject
- InstantiatePrefab
- IsPersistent
- OpenFilePanel
- OpenFolderPanel
- ReconnectToLastPrefab
- ReplacePrefab
- ResetGameObjectToPrefabState
- ResetToPrefabState
- SaveFilePanelInProject
- SaveFilePanel
- SaveFolderPanel
- SetDirty
- SetObjectEnabled
- SetSelectedWireframeHidden
- UnloadUnusedAssetsIgnoreM...
- UnloadUnusedAssets
EditorUtility.DisplayDialogComplex 显示复杂对话框
static function DisplayDialogComplex (title : string, message : string, ok : string, cancel : string, alt : string) : int
Description描述
Displays a modal dialog with three buttons.
显示一个模态对话框带有三个按钮。
Use it for displaying message boxes in the editor.
用于在编辑器显示消息框。
Similar to DisplayDialog, only this version shows a dialog with three buttons. ok, cancel and alt are labels to be displayed on the buttons. DisplayDialogComplex returns an integer 0, 1 or 2 corresponding to ok, cancel and alt buttons.
类似DisplayDialog,这个只是三个按钮版本。ok, cancel 和 alt 是按钮显示的标签。DisplayDialogComplex返回一个整数0,1或2对应于ok, cancel 和 alt按钮。
参见:DisplayDialog function.
Display dialog complex for the example below.
下面的例子显示复杂对话框。
// Lets you save, save and quit or quit without saving
//让你保存,保存并退出或退出不保存
class EditorUtilityDisplayDialogComplex extends MonoBehaviour {
@MenuItem("Examples/Enhanced Save")
static function Init() {
var option = EditorUtility.DisplayDialogComplex(
"What do you want to do?",
"Please choose one of the following options.",
"Save Scene",
"Save and Quit",
"Quit without saving");
switch (option) {
// Save Scene //保存场景
case 0:
EditorApplication.SaveScene(EditorApplication.currentScene);
break;
// Save and Quit. //保存并退出
case 1:
EditorApplication.SaveScene(EditorApplication.currentScene);
EditorApplication.Exit(0);
break;
// Quit Without saving. // 退出不保存
case 2:
EditorApplication.Exit(0);
break;
default:
Debug.LogError("Unrecognized option.");
}
}
}
最后修改:2011年7月15日 Friday 17:42