Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close Your name Your email Suggestion*Declarationpublic static int DisplayDialogComplex(string title, string message, string ok, string cancel, string alt); Parameters Parameter Description title Title for dialog. message Purpose for the dialog. ok Dialog function chosen. cancel Close dialog with no operation. alt Choose alternative dialog purpose. Returns
int Returns the ID of a button. IDs are 0, 1, or 2 and they correspond to the ok
, cancel
and alt
buttons respectively. An ID of 1, which corresponds to cancel
, returns if the dialog is closed or the user presses the Escape key.
Displays a modal dialog with three buttons.
Use it for displaying message boxes in the Editor.
DisplayDialogComplex
is similar to DisplayDialog. This DisplayDialogComplex
member shows a dialog with three buttons. These buttons represent ok
, cancel
and alt
. DisplayDialogComplex
returns an integer 0, 1 or 2 corresponding to the ok
, cancel
and alt
buttons.
The ok
button is the default option, and can also be activated by pressing Enter.
The cancel
button is considered the "cancel" button and should usually not perform any action. On a PC, this can also be activated by pressing Escape or by clicking the dialog window close button. On a Mac, this can also be activated by pressing Escape, provided the button is called "Cancel".
The alt
button allows you to provide the user with an alternative choice in addition to the ok
and cancel
buttons. This button does not have a fixed keyboard shortcut.
For compliance with platform UI guidelines, the actual display order of the buttons is platform-dependent:
ok
, alt
, then cancel
.alt
, cancel
, then ok
.Additional resources: DisplayDialog.
The script reference example below creates a complex display dialog. The chosen button causes a Unity EditorApplication static function to be called.
using UnityEngine; using UnityEditor;public class DisplayDlgComplexExample : EditorWindow { // Lets you save or not before quitting, or cancel.
[MenuItem("Example/Quit")] static void Init() { int option = EditorUtility.DisplayDialogComplex("Unsaved Changes", "Do you want to save the changes you made before quitting?", "Save", "Cancel", "Don't Save");
switch (option) { // Save. case 0: EditorApplication.SaveScene(EditorApplication.currentScene); EditorApplication.Exit(0); break;
// Cancel. case 1: break;
// Don't Save. case 2: EditorApplication.Exit(0); break;
default: Debug.LogError("Unrecognized option."); break; } } }
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4