在GameObject菜单下面第一级建立菜单项,并且在Hierarchy对话框中显示出来

本文介绍如何在Unity中定制Hierarchy视图中的右键菜单,包括添加自定义菜单项的方法及使用ILSpy工具反编译Unity DLL文件来查看菜单实现的详细步骤。

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在Hierarchy对话中右键弹出菜单:
这里写图片描述
可以看到GameObject中的子菜单显示出来的就只有这些,而菜单栏中有这么多:
这里写图片描述
只显示了上面一段,所以只要把新增的菜单项设置到上面一段去就行了:

[MenuItem("GameObject/MenuSample"), false, -1]
public static void MenuSample() {}

其中可以使用ILSpy工具反编译Unity的dll查看代码,Hierarchy右键弹出菜单的代码在类SceneHierarchyWindow中:
整个右键菜单代码:


        private void HandleContextClick()
        {
            Event current = Event.current;
            if (current.type != EventType.ContextClick)
            {
                return;
            }
            current.Use();
            GenericMenu genericMenu = new GenericMenu();
            genericMenu.AddItem(EditorGUIUtility.TextContent("Copy"), false, new GenericMenu.MenuFunction(this.CopyGO));
            genericMenu.AddItem(EditorGUIUtility.TextContent("Paste"), false, new GenericMenu.MenuFunction(this.PasteGO));
            genericMenu.AddSeparator(string.Empty);
            if (!base.hasSearchFilter && this.m_TreeViewState.selectedIDs.Count == 1)
            {
                genericMenu.AddItem(EditorGUIUtility.TextContent("Rename"), false, new GenericMenu.MenuFunction(this.RenameGO));
            }
            else
            {
                genericMenu.AddDisabledItem(EditorGUIUtility.TextContent("Rename"));
            }
            genericMenu.AddItem(EditorGUIUtility.TextContent("Duplicate"), false, new GenericMenu.MenuFunction(this.DuplicateGO));
            genericMenu.AddItem(EditorGUIUtility.TextContent("Delete"), false, new GenericMenu.MenuFunction(this.DeleteGO));
            genericMenu.AddSeparator(string.Empty);
            bool flag = false;
            if (this.m_TreeViewState.selectedIDs.Count == 1)
            {
                GameObjectTreeViewItem gameObjectTreeViewItem = this.treeView.FindNode(this.m_TreeViewState.selectedIDs[0]) as GameObjectTreeViewItem;
                if (gameObjectTreeViewItem != null)
                {
                    UnityEngine.Object prefab = PrefabUtility.GetPrefabParent(gameObjectTreeViewItem.objectPPTR);
                    if (prefab != null)
                    {
                        genericMenu.AddItem(EditorGUIUtility.TextContent("Select Prefab"), false, delegate
                        {
                            Selection.activeObject = prefab;
                            EditorGUIUtility.PingObject(prefab.GetInstanceID());
                        });
                        flag = true;
                    }
                }
            }
            if (!flag)
            {
                genericMenu.AddDisabledItem(EditorGUIUtility.TextContent("Select Prefab"));
            }
            genericMenu.AddSeparator(string.Empty);
            this.AddCreateGameObjectItemsToMenu(genericMenu, Selection.objects, false);
            genericMenu.ShowAsContext();
        }

GameObject菜单代码:


        private void AddCreateGameObjectItemsToMenu(GenericMenu menu, UnityEngine.Object[] context, bool includeCreateEmptyChild)
        {
            string[] submenus = Unsupported.GetSubmenus("GameObject");
            string[] array = submenus;
            for (int i = 0; i < array.Length; i++)
            {
                string text = array[i];
                UnityEngine.Object[] temporaryContext = context;
                if (includeCreateEmptyChild || !(text.ToLower() == "GameObject/Create Empty Child".ToLower()))
                {
                    if (text.EndsWith("..."))
                    {
                        temporaryContext = null;
                    }
                    if (text.ToLower() == "GameObject/Center On Children".ToLower())
                    {
                        return;
                    }
                    MenuUtils.ExtractMenuItemWithPath(text, menu, text.Substring(11), temporaryContext);
                }
            }
        }
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