Displays a modal dialog with three buttons.
Use it for displaying message boxes in the editor.
Similar to DisplayDialog, only this version shows a dialog with three buttons. ok
, cancel
and alt/
are labels to be displayed on the buttons. DisplayDialogComplex returns an integer 0, 1 or 2 corresponding to
ok, cancel and alt buttons.
See Also: DisplayDialog function.
Display dialog complex for the example below.
#pragma strict public class DisplayDlgComplexExample extends EditorWindow { // Lets you save, save and quit or quit without saving @MenuItem("Example/Enhanced Save") static function Init() { var option: int = EditorUtility.DisplayDialogComplex("What do you want to do?", "Please choose one of the following options.", "Save Scene", "Save and Quit", "Quit without saving"); switch (option) { // Save Scene case 0: EditorApplication.SaveScene(EditorApplication.currentScene);
break; // Save and Quit. case 1: EditorApplication.SaveScene(EditorApplication.currentScene);
EditorApplication.Exit(0);
break; // Quit Without saving. case 2: EditorApplication.Exit(0);
break; default: Debug.LogError("Unrecognized option.");
break; } } }
using UnityEngine; using UnityEditor;
public class DisplayDlgComplexExample : EditorWindow { // Lets you save, save and quit or quit without saving
[MenuItem( "Example/Enhanced Save" )] static void Init( ) { int option = EditorUtility.DisplayDialogComplex( "What do you want to do?", "Please choose one of the following options.", "Save Scene", "Save and Quit", "Quit without saving" );
switch( option ) { // Save Scene case 0: EditorApplication.SaveScene( EditorApplication.currentScene ); break;
// Save and Quit. case 1: EditorApplication.SaveScene( EditorApplication.currentScene ); EditorApplication.Exit( 0 ); break;
// Quit Without saving. case 2: EditorApplication.Exit( 0 ); break;
default: Debug.LogError( "Unrecognized option." ); break; } }
}