ClearProgressBar
How do I use Clear Progress Bar
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
115 | EditorUtility.ClearProgressBar(); | 1 |
798 | EditorUtility.ClearProgressBar(); | 2 |
507 | EditorUtility.ClearProgressBar(); | 3 |
File name: PhotonConverter.cs
Copy
18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonEditor.cs
Copy
792 protected virtual void RegisterWithEmail(string email)
793 {
794 EditorUtility.DisplayProgressBar(CurrentLang.ConnectionTitle, CurrentLang.ConnectionInfo, 0.5f);
795 var client = new AccountService();
796 client.RegisterByEmail(email, RegisterOrigin); // this is the synchronous variant using the static RegisterOrigin. "result" is in the client
797
798 EditorUtility.ClearProgressBar();
799 if (client.ReturnCode == 0)
800 {
801 PhotonEditor.Current.UseCloud(client.AppId, 0);
802 PhotonEditor.Save();
803 this.ReApplySettingsToWindow();
804 this.photonSetupState = PhotonSetupStates.SetupPhotonCloud;
805 }
806 else
807 {
808 if (client.Message.Contains(CurrentLang.EmailInUseLabel))
809 {
810 this.photonSetupState = PhotonSetupStates.EmailAlreadyRegistered;
811 }
812 else
813 {
814 EditorUtility.DisplayDialog(CurrentLang.ErrorTextTitle, client.Message, CurrentLang.OkButton);
815 // Debug.Log(client.Exception);
816 this.photonSetupState = PhotonSetupStates.RegisterForPhotonCloud;
817 }
818 }
819 }
File name: VSCode.cs
Copy
480 static void CheckForUpdate()
481 {
482 var fileContent = string.Empty;
483
484 EditorUtility.DisplayProgressBar("VSCode", "Checking for updates ...", 0.5f);
485
486 // Because were not a runtime framework, lets just use the simplest way of doing this
487 try
488 {
489 using (var webClient = new System.Net.WebClient())
490 {
491 fileContent = webClient.DownloadString("https://raw.githubusercontent.com/dotBunny/VSCode/master/Plugins/Editor/VSCode.cs");
492 }
493 }
494 catch (Exception e)
495 {
496 if (Debug)
497 {
498 UnityEngine.Debug.Log("[VSCode] " + e.Message);
499
500 }
501
502 // Don't go any further if there is an error
503 return;
504 }
505 finally
506 {
507 EditorUtility.ClearProgressBar();
508 }
509
510 // Set the last update time
511 LastUpdate = DateTime.Now;
512
513 // Fix for oddity in downlo
514 if (fileContent.Substring(0, 2) != "/*")
515 {
516 int startPosition = fileContent.IndexOf("/*", StringComparison.CurrentCultureIgnoreCase);
517
518 // Jump over junk characters
519 fileContent = fileContent.Substring(startPosition);
520 }
521
522 string[] fileExploded = fileContent.Split('\n');
523 if (fileExploded.Length > 7)
524 {
525 float github = Version;
526 if (float.TryParse(fileExploded[6].Replace("*", "").Trim(), out github))
527 {
528 GitHubVersion = github;
529 }
530
531
532 if (github > Version)
533 {
534 var GUIDs = AssetDatabase.FindAssets("t:Script VSCode");
535 var path = Application.dataPath.Substring(0, Application.dataPath.Length - "/Assets".Length) + System.IO.Path.DirectorySeparatorChar +
536 AssetDatabase.GUIDToAssetPath(GUIDs[0]).Replace('/', System.IO.Path.DirectorySeparatorChar);
537
538 if (EditorUtility.DisplayDialog("VSCode Update", "A newer version of the VSCode plugin is available, would you like to update your version?", "Yes", "No"))
539 {
540 // Always make sure the file is writable
541 System.IO.FileInfo fileInfo = new System.IO.FileInfo(path);
542 fileInfo.IsReadOnly = false;
543
544 // Write update file
545 File.WriteAllText(path, fileContent);
546
547 // Force update on text file
548 AssetDatabase.ImportAsset(AssetDatabase.GUIDToAssetPath(GUIDs[0]), ImportAssetOptions.ForceUpdate);
549 }
550
551 }
552 }
553 }
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