本文整理汇总了C#中UnityEditor.AddItem方法的典型用法代码示例。如果您正苦于以下问题:C# UnityEditor.AddItem方法的具体用法?C# UnityEditor.AddItem怎么用?C# UnityEditor.AddItem使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEditor
的用法示例。
在下文中一共展示了UnityEditor.AddItem方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnContextMenu
////////////////////////////////////////
///////////GUI AND EDITOR STUFF/////////
////////////////////////////////////////
#if UNITY_EDITOR
protected override UnityEditor.GenericMenu OnContextMenu(UnityEditor.GenericMenu menu){
menu.AddItem( new GUIContent("Breakpoint"), isBreakpoint, ()=> { isBreakpoint = !isBreakpoint; } );
menu.AddItem (new GUIContent ("Convert to SubTree"), false, ()=> { MakeNestedSubTree(this); });
if (outConnections.Count > 0){
menu.AddItem (new GUIContent ("Delete Branch"), false, ()=> { DeleteBranch(this); } );
menu.AddItem(new GUIContent("Duplicate Branch"), false, ()=> { DuplicateBranch(this, graph); });
}
return menu;
}
示例2: OnContextMenu
////////////////////////////////////////
///////////GUI AND EDITOR STUFF/////////
////////////////////////////////////////
protected override UnityEditor.GenericMenu OnContextMenu(UnityEditor.GenericMenu menu)
{
menu.AddItem( new GUIContent("Breakpoint"), isBreakpoint, ()=> { isBreakpoint = !isBreakpoint; } );
menu.AddItem (new GUIContent ("Convert to SubTree"), false, ()=> { MakeNestedSubTree(this); });
if (outConnections.Count > 0){
menu.AddItem (new GUIContent ("Delete Branch"), false, ()=> { DeleteBranch(this); } );
menu.AddItem(new GUIContent("Duplicate Branch"), false, ()=> { DuplicateBranch(this, graph); });
}
menu = EditorUtils.GetTypeSelectionMenu(typeof(BTComposite), (t)=>{ ReplaceWith(t); }, menu, "Replace");
return menu;
}