content | The GUIContent to add as a menu item. |
on | Whether to show the item is currently activated (i.e. a tick next to the item in the menu). |
func | The function to call when the menu item is selected. |
Add an item to the menu.
See Also: GenericMenu.AddDisabledItem, GenericMenu.AddSeparator.
content | The GUIContent to add as a menu item. |
on | Whether to show the item is currently activated (i.e. a tick next to the item in the menu). |
func | The function to call when the menu item is selected. |
userData | The data to pass to the function called when the item is selected. |
Add an item to the menu.
See Also: GenericMenu.AddDisabledItem, GenericMenu.AddSeparator.
#pragma strict // This example shows how to create a context menu inside a custom EditorWindow. public class MyWindow extends EditorWindow { @MenuItem("TestContextMenu/Open Window") public static function Init() { var window: EditorWindow = GetWindow(MyWindow); window.position = new Rect(50, 50, 250, 60); window.Show(); } public function Callback(obj: Object) { Debug.Log("Selected: " + obj); } public function OnGUI() { var evt: Event = Event.current; var contextRect: Rect = new Rect(10, 10, 100, 100); if (evt.type == EventType.ContextClick) { var mousePos: Vector2 = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it var menu: GenericMenu = new GenericMenu(); menu.AddItem(new GUIContent("MenuItem1"), false, Callback, "item 1"); menu.AddItem(new GUIContent("MenuItem2"), false, Callback, "item 2"); menu.AddSeparator(""); menu.AddItem(new GUIContent("SubMenu/MenuItem3"), false, Callback, "item 3"); menu.AddItem(new GUIContent("SubMenu/MenuItem4"), false, Callback, "item 4"); menu.AddItem(new GUIContent("SubMenu/MenuItem5"), false, Callback, "item 5"); menu.AddSeparator("SubMenu/"); menu.AddItem(new GUIContent("SubMenu/MenuItem6"), false, Callback, "item 6"); menu.ShowAsContext(); evt.Use(); } } } }
// This example shows how to create a context menu inside a custom EditorWindow. using UnityEngine; using UnityEditor;
public class MyWindow : EditorWindow { [MenuItem("TestContextMenu/Open Window")] public static void Init() { EditorWindow window = GetWindow(typeof(MyWindow)); window.position = new Rect(50, 50, 250, 60); window.Show(); }
public void Callback(object obj) { Debug.Log("Selected: " + obj); }
public void OnGUI() { Event evt = Event.current; Rect contextRect = new Rect(10, 10, 100, 100);
if (evt.type == EventType.ContextClick) { Vector2 mousePos = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("MenuItem1"), false, Callback, "item 1"); menu.AddItem(new GUIContent("MenuItem2"), false, Callback, "item 2"); menu.AddSeparator(""); menu.AddItem(new GUIContent("SubMenu/MenuItem3"), false, Callback, "item 3"); menu.AddItem(new GUIContent("SubMenu/MenuItem4"), false, Callback, "item 4"); menu.AddItem(new GUIContent("SubMenu/MenuItem5"), false, Callback, "item 5"); menu.AddSeparator("SubMenu/"); menu.AddItem(new GUIContent("SubMenu/MenuItem6"), false, Callback, "item 6");
menu.ShowAsContext();
evt.Use(); } } } }
#pragma strict // This example shows how to create a context menu inside a custom EditorWindow. public class MyWindow extends EditorWindow { @MenuItem("TestContextMenu/Open Window") public static function Init() { var window: var = GetWindow(MyWindow); window.position = new Rect(50, 50, 250, 60); window.Show(); } var item2enabled: boolean = false; public function Toggle() { item2enabled = !item2enabled; Debug.Log("item2enabled: " + item2enabled); } public function Item2Callback() { Debug.Log("Item 2 Selected"); } public function OnGUI() { var evt: Event = Event.current; var contextRect: Rect = new Rect(10, 10, 100, 100); if (evt.type == EventType.ContextClick) { var mousePos: Vector2 = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it var menu: GenericMenu = new GenericMenu(); menu.AddItem(new GUIContent("Toggle item 2"), item2enabled, Toggle); if (item2enabled) { menu.AddItem(new GUIContent("Item 2"), false, Item2Callback); } else { menu.AddDisabledItem(new GUIContent("Item 2")); } menu.ShowAsContext(); evt.Use(); } } } }
// This example shows how to create a context menu inside a custom EditorWindow. using UnityEngine; using UnityEditor;
public class MyWindow : EditorWindow { [MenuItem("TestContextMenu/Open Window")] public static void Init() { var window = GetWindow(typeof(MyWindow)); window.position = new Rect(50, 50, 250, 60); window.Show(); }
bool item2enabled = false; public void Toggle() { item2enabled = !item2enabled; Debug.Log("item2enabled: " + item2enabled); }
public void Item2Callback() { Debug.Log("Item 2 Selected"); }
public void OnGUI() { Event evt = Event.current; Rect contextRect = new Rect(10, 10, 100, 100);
if (evt.type == EventType.ContextClick) { Vector2 mousePos = evt.mousePosition; if (contextRect.Contains(mousePos)) { // Now create the menu, add items and show it GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("Toggle item 2"), item2enabled, Toggle); if (item2enabled) { menu.AddItem(new GUIContent("Item 2"), false, Item2Callback); } else { menu.AddDisabledItem(new GUIContent("Item 2")); }
menu.ShowAsContext();
evt.Use(); } } } }