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Unity Engine


AddItem

Add an item to the menu.
Read time 2 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

AddItem(GUIContent, bool, MenuFunction)

Add an item to the menu.
public void AddItem(GUIContent content, bool on, GenericMenu.MenuFunction func)

Parameters

content

The GUIContent to add as a menu item.

Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu).

The function to call when the menu item is selected.

Remarks

AddItem(GUIContent, bool, MenuFunction2, Object)

Add an item to the menu.
public void AddItem(GUIContent content, bool on, GenericMenu.MenuFunction2 func, object userData)

Parameters

content

The GUIContent to add as a menu item.

Specifies whether to show the item is currently activated (i.e. a tick next to the item in the menu).

The function to call when the menu item is selected.

userData

The data to pass to the function called when the item is selected.

Remarks

Examples

// 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(); } } }}