content | The GUIContent to display as a disabled menu item. |
Add a disabled item to the menu.
See Also: GenericMenu.AddItem, GenericMenu.AddSeparator.
// This example shows how to create a context menu inside a custom EditorWindow, // where the first menu item toggles whether the second menu item is enabled // or disabled.
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(); } } } }