public void AddItem (GUIContent content, bool on, GenericMenu.MenuFunction func);

参数

content将添加为菜单项的 GUIContent。
on是否显示菜单项当前已激活(即菜单中项旁边的勾选标记)。
func选中菜单项时要调用的函数。

描述

向菜单添加一个项。


public void AddItem (GUIContent content, bool on, GenericMenu.MenuFunction2 func, object userData);

参数

content将添加为菜单项的 GUIContent。
on是否显示菜单项当前已激活(即菜单中项旁边的勾选标记)。
func选中菜单项时要调用的函数。
userData要传递给函数的数据,该函数将在菜单项选中时调用。

描述

向菜单添加一个项。

// 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(); }

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(); } } } }
// 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(); } } } }