title | ダイアログに表示するタイトル |
message | Purpose for the dialog. |
ok | Dialog function chosen. |
cancel | Close dialog with no operation. |
alt | Choose alternative dialog purpose. |
int
Returns the id of the chosen button. The ids are 0, 1 or 2 corresponding to the ok
, cancel
and alt
buttons respectively.
3 つボタンのモーダルダイアログを表示します
Use it for displaying message boxes in the Editor.DisplayDialogComplex
is similar to DisplayDialog. This DisplayDialogComplex
member
shows a dialog with three buttons. These buttons represent ok
, cancel
and alt
.
DisplayDialogComplex
returns an integer 0, 1 or 2 corresponding to the ok
, cancel
and alt
buttons.
The ok
button is the default option, and can also be activated by pressing Enter.
The cancel
button is considered the "cancel" button and should usually not perform any action. On a PC, this can also be activated by pressing Escape or by clicking the dialog window close button. On a Mac, this can also be activated by pressing Escape, provided the button is called "Cancel".
The alt
button allows you to provide the user with an alternative choice in addition to the ok
and cancel
buttons. This button does not have a fixed keyboard shortcut.
For compliance with platform UI guidelines, the actual display order of the buttons is platform-dependent:
On Windows, the display order is: ok
, alt
, then cancel
.
On macOS, the display order is: alt
, cancel
, then ok
.
See Also: DisplayDialog.
macOS display dialog buttons for the example below.
PC display dialog buttons for the example below.
The script reference example below creates a complex display dialog. The chosen button
causes a Unity EditorApplication static function to be called.
using UnityEngine; using UnityEditor;
public class DisplayDlgComplexExample : EditorWindow { // Lets you save or not before quitting, or cancel.
[MenuItem("Example/Quit")] static void Init() { int option = EditorUtility.DisplayDialogComplex("Unsaved Changes", "Do you want to save the changes you made before quitting?", "Save", "Cancel", "Don't Save");
switch (option) { // Save. case 0: EditorApplication.SaveScene(EditorApplication.currentScene); EditorApplication.Exit(0); break;
// Cancel. case 1: break;
// Don't Save. case 2: EditorApplication.Exit(0); break;
default: Debug.LogError("Unrecognized option."); break; } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.