当前位置: 首页>>代码示例>>C#>>正文


C# GenericMenu.ShowAsContext方法代码示例

本文整理汇总了C#中UnityEditor.GenericMenu.ShowAsContext方法的典型用法代码示例。如果您正苦于以下问题:C# GenericMenu.ShowAsContext方法的具体用法?C# GenericMenu.ShowAsContext怎么用?C# GenericMenu.ShowAsContext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UnityEditor.GenericMenu的用法示例。


在下文中一共展示了GenericMenu.ShowAsContext方法的15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: Show

			internal static void Show(int savedFilterInstanceID)
			{
				GUIContent content = new GUIContent("Delete");
				GenericMenu genericMenu = new GenericMenu();
				genericMenu.AddItem(content, false, new GenericMenu.MenuFunction(new ProjectBrowser.SavedFiltersContextMenu(savedFilterInstanceID).Delete));
				genericMenu.ShowAsContext();
			}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:7,代码来源:ProjectBrowser.cs

示例2: OnContextClick

 public void OnContextClick(int itemIndex)
 {
   GenericMenu genericMenu = new GenericMenu();
   genericMenu.AddItem(new GUIContent("Unexpose"), false, (GenericMenu.MenuFunction2) (data => this.Delete((int) data)), (object) itemIndex);
   genericMenu.AddItem(new GUIContent("Rename"), false, (GenericMenu.MenuFunction2) (data => this.m_ReorderableListWithRenameAndScrollView.BeginRename((int) data, 0.0f)), (object) itemIndex);
   genericMenu.ShowAsContext();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:AudioMixerExposedParameterView.cs

示例3: SelectBehaviorBrain

        private void SelectBehaviorBrain()
        {
            GUIContent content = new GUIContent(BehaviorTreeEditor.active != null ? BehaviorTreeEditor.active.name : "[None Selected]");
            float width = EditorStyles.toolbarDropDown.CalcSize(content).x;
            width = Mathf.Clamp(width, 100f, width);
            if (GUILayout.Button(content, EditorStyles.toolbarDropDown, GUILayout.Width(width)))
            {
                GenericMenu menu = new GenericMenu();
                if (BehaviorTreeEditor.active != null)
                    SelectBehaviorBrainMenu(BehaviorTreeEditor.active, ref menu);

                menu.AddItem(new GUIContent("[Craete New]"), false, delegate ()
                {
                    BehaviorTree bt = AssetCreator.CreateAsset<BehaviorTree>(true);
                    if (bt != null)
                    {
                        bt.Name = bt.name;

                        Root root = BehaviorTreeEditorUtility.AddNode<Root>(BehaviorTreeEditor.center, bt);
                        bt.rootNode = root;
                        root.Name = "Root";

                        AssetDatabase.SaveAssets();
                        BehaviorTreeEditor.SelectBehaviorTrees(bt);
                    }
                });
                menu.ShowAsContext();
            }
        }
开发者ID:nicecapj,项目名称:UniBt,代码行数:29,代码来源:MainToolBar.cs

示例4: OnRightClick

        protected override void OnRightClick(Vector2 mousePosition)
        {
            base.OnRightClick(mousePosition);

            GenericMenu menu = new GenericMenu();
            menu.AddItem(new GUIContent("Delete State Transition"), false, Delete);
            menu.ShowAsContext();
        }
开发者ID:Filoppi,项目名称:Unity-Node-Editor,代码行数:8,代码来源:AIEditorEdge.cs

示例5: OnRightClick

        protected override void OnRightClick(Vector2 mousePosition)
        {
            base.OnRightClick(mousePosition);

            GenericMenu menu = new GenericMenu();
            menu.AddItem(new GUIContent("Add Sequence Action"), false, OnAddNode, mousePosition);
            menu.ShowAsContext();
        }
开发者ID:Filoppi,项目名称:Unity-Node-Editor,代码行数:8,代码来源:SequenceEditor.cs

示例6: OnTransitionContextClick

		private void OnTransitionContextClick(int index){
			GenericMenu menu = new GenericMenu ();
			menu.AddItem (new GUIContent("Remove"),false,delegate() {
				FsmEditorUtility.DestroyImmediate(node.Transitions[index]);
				node.Transitions = ArrayUtility.Remove (node.Transitions, transitions [index]);
				this.ResetTransitionList();
			});
			menu.ShowAsContext ();
		}
开发者ID:AlexGam,项目名称:TowerIsland,代码行数:9,代码来源:TransitionEditor.cs

示例7: Show

			public static void Show(int itemIndex, FlexibleMenu caller)
			{
				FlexibleMenu.ItemContextMenu.s_Caller = caller;
				GenericMenu genericMenu = new GenericMenu();
				genericMenu.AddItem(new GUIContent("Edit..."), false, new GenericMenu.MenuFunction2(FlexibleMenu.ItemContextMenu.Edit), itemIndex);
				genericMenu.AddItem(new GUIContent("Delete"), false, new GenericMenu.MenuFunction2(FlexibleMenu.ItemContextMenu.Delete), itemIndex);
				genericMenu.ShowAsContext();
				GUIUtility.ExitGUI();
			}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:9,代码来源:FlexibleMenu.cs

示例8: OnTreeViewContextClick

 public void OnTreeViewContextClick(int index)
 {
   AudioMixerItem node = (AudioMixerItem) this.m_TreeView.FindNode(index);
   if (node == null)
     return;
   GenericMenu genericMenu = new GenericMenu();
   genericMenu.AddItem(new GUIContent("Delete AudioMixer"), false, new GenericMenu.MenuFunction2(this.DeleteAudioMixerCallback), (object) node.mixer);
   genericMenu.ShowAsContext();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:9,代码来源:AudioMixersTreeView.cs

示例9: OnTreeViewContextClick

		public void OnTreeViewContextClick(int index)
		{
			AudioMixerItem audioMixerItem = (AudioMixerItem)this.m_TreeView.FindNode(index);
			if (audioMixerItem != null)
			{
				GenericMenu genericMenu = new GenericMenu();
				genericMenu.AddItem(new GUIContent("Delete AudioMixer"), false, new GenericMenu.MenuFunction2(this.DeleteAudioMixerCallback), audioMixerItem.mixer);
				genericMenu.ShowAsContext();
			}
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:10,代码来源:AudioMixersTreeView.cs

示例10: OnGUI

        /// <summary> 
        /// Draws the gui control.
        /// <param name="position">Rectangle on the screen to use for the property GUI.</param>
        /// <param name="property">The SerializedProperty to make the custom GUI for.</param>
        /// <param name="label">The label of this property.</param>
        /// </summary>
        public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
            // Get state
            var targetState = property.serializedObject.targetObject as InternalStateBehaviour;

            // It's a valid state?
            if (targetState != null) {
                // Draw prefix label
                #if UNITY_4_0_0 || UNITY_4_1 || UNITY_4_2
                Rect controlPosition = EditorGUI.PrefixLabel(position, EditorGUIUtility.GetControlID(FocusType.Passive, position), label);
                #else
                Rect controlPosition = EditorGUI.PrefixLabel(position, label);
                #endif

                // Get the parent
                ParentBehaviour parent = targetState.parent;

                // Draw button as popup
                if (GUI.Button(controlPosition, parent != null ? parent.stateName : "Null", EditorStyles.popup)) {
                    
                    // Get valid parents for the state
                    List<ParentBehaviour> validParents = new List<ParentBehaviour>();
                    var targetParent = targetState as ParentBehaviour;
                    validParents.AddRange(targetState.GetComponents<ParentBehaviour>());

                    // The target state is a parent behaviour?
                    if (targetParent != null) {
                        for (int i = validParents.Count - 1; i >= 0; i--) {
                            // it's the targetParent?
                            if (validParents[i] == targetParent)
                                validParents.RemoveAt(i);
                            // The parent is a child of the target parent?
                            else if (validParents[i].IsAncestor(targetParent))
                                validParents.RemoveAt(i);
                        }
                    }

                    // Create menu
                    var menu = new GenericMenu();

                    // Add null item
                    menu.AddItem(new GUIContent("Null"), parent == null, this.OnSetNewParent, new SetParent(targetState, null));

                    // Add menu items
                    var parentNames = new List<string>();
                    for (int i = 0; i < validParents.Count; i++) {
                        string parentName = StringHelper.GetUniqueNameInList(parentNames, validParents[i].fullStateName);
                        parentNames.Add(parentName);
                        menu.AddItem(new GUIContent(parentName), parent == validParents[i], this.OnSetNewParent, new SetParent(targetState, validParents[i]));
                    }

                    // Show context menu
                    menu.ShowAsContext();
                }
            }
        }
开发者ID:xclouder,项目名称:godbattle,代码行数:61,代码来源:ParentPropertyDrawer.cs

示例11: DrawLocationMenu

 private void DrawLocationMenu()
 {
     if (GUILayout.Button("Menu", "MiniPullDown", GUILayout.Width(56))) {
         GenericMenu menu = new GenericMenu();
         menu.AddItem(new GUIContent("New Location"), false, AddNewLocation);
         menu.AddItem(new GUIContent("Sort/By Name"), false, SortLocationsByName);
         menu.AddItem(new GUIContent("Sort/By ID"), false, SortLocationsByID);
         menu.AddItem(new GUIContent("Sync From DB"), database.syncInfo.syncLocations, ToggleSyncLocationsFromDB);
         menu.ShowAsContext();
     }
 }
开发者ID:farreltr,项目名称:OneLastSunset,代码行数:11,代码来源:DialogueEditorWindowLocationSection.cs

示例12: DrawTemplateMenu

 private void DrawTemplateMenu()
 {
     if (GUILayout.Button("Menu", "MiniPullDown", GUILayout.Width(56))) {
         GenericMenu menu = new GenericMenu();
         menu.AddItem(new GUIContent("Export XML..."), false, ExportTemplate);
         menu.AddItem(new GUIContent("Import XML..."), false, ImportTemplate);
         menu.AddItem(new GUIContent("Update From Assets"), false, ConfirmUpdateFromAssets);
         menu.AddItem(new GUIContent("Reset"), false, ResetTemplate);
         menu.ShowAsContext();
     }
 }
开发者ID:farreltr,项目名称:OneLastSunset,代码行数:11,代码来源:DialogueEditorWindowTemplateSection.cs

示例13: ShowAddTrackGroupContextMenu

        /// <summary>
        /// Show the "Add Track Group" context menu.
        /// </summary>
        /// <param name="cutscene">The current Cutscene that the track group will be added to.</param>
        public static void ShowAddTrackGroupContextMenu(Cutscene cutscene)
        {
            GenericMenu createMenu = new GenericMenu();
            foreach (Type type in DirectorHelper.GetAllSubTypes(typeof(TrackGroup)))
            {
                TrackGroupContextData userData = getContextDataFromType(cutscene, type);
                string text = string.Format(userData.Label);
                createMenu.AddItem(new GUIContent(text), false, new GenericMenu.MenuFunction2(AddTrackGroup), userData);
            }

            createMenu.ShowAsContext();
        }
开发者ID:ArthurRasmusson,项目名称:UofTHacks2016,代码行数:16,代码来源:CutsceneControlHelper.cs

示例14: Show

 internal static void Show(SerializedProperty prop)
 {
   GUIContent content1 = new GUIContent("Copy");
   GUIContent content2 = new GUIContent("Paste");
   GenericMenu genericMenu = new GenericMenu();
   genericMenu.AddItem(content1, false, new GenericMenu.MenuFunction(new GradientContextMenu(prop).Copy));
   if (ParticleSystemClipboard.HasSingleGradient())
     genericMenu.AddItem(content2, false, new GenericMenu.MenuFunction(new GradientContextMenu(prop).Paste));
   else
     genericMenu.AddDisabledItem(content2);
   genericMenu.ShowAsContext();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:12,代码来源:GradientContextMenu.cs

示例15: DrawNodeEditorMenu

 private void DrawNodeEditorMenu()
 {
     if (GUILayout.Button("Menu", "MiniPullDown", GUILayout.Width(56))) {
         GenericMenu menu = new GenericMenu();
         menu.AddItem(new GUIContent("New Conversation"), false, AddNewConversationToNodeEditor);
         menu.AddItem(new GUIContent("Sort/By Title"), false, SortConversationsByTitle);
         menu.AddItem(new GUIContent("Sort/By ID"), false, SortConversationsByID);
         menu.AddItem(new GUIContent("Actor Names"), showActorNames, ToggleShowActorNames);
         menu.AddItem(new GUIContent("Outline Mode"), false, ActivateOutlineMode);
         menu.ShowAsContext();
     }
 }
开发者ID:farreltr,项目名称:OneLastSunset,代码行数:12,代码来源:DialogueEditorWindowConversationNodeEditorTopControls.cs


注:本文中的UnityEditor.GenericMenu.ShowAsContext方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。