Unity插件菜单
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Unity MenuItem API
public MenuItem(string itemName);public MenuItem(string itemName, bool isValidateFunction);public MenuItem(string itemName, bool isValidateFunction, int priority);// 若前后两个菜单的priority相差超过10,就会自动创建一个分隔线
Unity MenuItemAttribute API
// 添加一个自定义菜单跟项[MenuItem ("MyMenu/Do Something")]static void DoSomething () { Debug.Log ("Doing Something...");}// 添加一个待验证的项[MenuItem ("MyMenu/Log Selected Transform Name")]static void LogSelectedTransformName (){ Debug.Log ("Selected Transform is on " + Selection.activeTransform.gameObject.name + ".");}// 作为上面菜单项的验证函数, ValidateXXX[MenuItem ("MyMenu/Log Selected Transform Name", true)]static bool ValidateLogSelectedTransformName () { // Return false if no transform is selected. return Selection.activeTransform != null;}// 添加一个菜单,并且设置相应的快捷键[MenuItem ("MyMenu/Do Something with a Shortcut Key %g")]static void DoSomethingWithAShortcutKey () { Debug.Log ("Doing something with a Shortcut Key...");}// 给一个组件界面右键菜单,添加项[MenuItem ("CONTEXT/Rigidbody/Double Mass")]static void DoubleMass (MenuCommand command) { Rigidbody body = (Rigidbody)command.context; body.mass = body.mass * 2; Debug.Log ("Doubled Rigidbody's Mass to " + body.mass + " from Context Menu.");}// 在Create GameObject菜单添加项[MenuItem("GameObject/MyCategory/Custom Game Object", false, 10)]static void CreateCustomGameObject(MenuCommand menuCommand) { // Create a custom game object GameObject go = new GameObject("Custom Game Object"); // Ensure it gets reparented if this was a context click (otherwise does nothing) GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); // Register the creation in the undo system Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); Selection.activeObject = go;}
CreateAssetMenu API
// 这种方式,只能拿来修改具体的序列化类,不能统一写在一个地方[CreateAssetMenu(fileName="x",menuName="(custom) X")][System.Serializable]public class X : ScriptableObject { public float m_a;}
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