ClearProgressBar









How do I use Clear Progress Bar
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


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(), false);
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 scripts = GetScriptsInFolder("Assets");
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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