Fluent style API for constructing custom editor menus presented using GenericMenu
by
default although alternative presentation can be configured for project.
$ yarn add rotorz/unity3d-editor-menu
This package is compatible with the unity3d-package-syncer tool. Refer to the tools' README for information on syncing packages into a Unity project.
Here is a basic example of building an editor menu:
var menu = new EditorMenu();
menu.AddCommand("Open in Designer...")
.Enabled(selection is IDesignable)
.Action(this.OnContextMenu_OpenInDesigner);
menu.AddSeparator();
menu.AddCommand("Duplicate")
.Action(this.OnContextMenu_Duplicate);
menu.AddCommand("Delete")
.Action(this.OnContextMenu_Delete);
menu.ShowAsContext();
Selections can be shown by checking (ticking / selecting) the menu command; for example:
if (EditorGUI.DropdownButton(new GUIContent("Menu Button"), FocusType.Keyboard)) {
var menu = new EditorMenu();
menu.AddCommand("Show Grid")
.Checked(this.ShowGrid)
.Action(() => this.ShowGrid = !this.ShowGrid);
menu.ShowAsDropdown(GUILayoutUtility.GetLastRect());
}
By default editor menus are presented using the Unity GenericMenu
API although this can
be overridden on a per-instance or project-wide basis if desired.
To override the default presentation create a JSON settings file at the path illustrated below and specify the implementation type that you would like to use in your project:
/Assets/Plugins/PackageData/@rotorz/unity3d-editor-menu/EditorMenuSettings.json
{
"DefaultPresenterTypeName": "MyNamespace.CustomEditorMenuPresenter"
}
Packages that provide alternative editor menu presentations should not attempt to override the setting automatically; the end-user should make a conscious effort to opt-in.
This project is licensed under the MIT license (see LICENSE). To be in the best position to enforce these licenses the copyright status of this project needs to be as simple as possible. To achieve this the following terms and conditions must be met:
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