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EditorUtility.ClearProgressBar

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public static function ClearProgressBar(): void;
public static void ClearProgressBar();

Description

Removes progress bar.

Will remove any progress bar previously shown using EditorUtility.DisplayProgressBar.

See Also: DisplayProgressBar, DisplayCancelableProgressBar functions.

#pragma strict
public class CancelableProgressBarExample extends EditorWindow {
	static var secs: int = 0;
	static var startVal: double = 0;
	static var progress: double = 0;
	@MenuItem("Example/Cancelable Progress Bar")
	static function Init() {
		// Get existing open window or if none, make a new one:
		var window: CancelableProgressBarExample = CancelableProgressBarExampleEditorWindow.GetWindow(CancelableProgressBarExample);
		window.Show();
	}
	function OnGUI() {
		if (secs > 0) {
			if (GUILayout.Button("Display bar"))
				startVal = EditorApplication.timeSinceStartup;
			progress = EditorApplication.timeSinceStartup - startVal;
			if (progress < secs) {
				if (EditorUtility.DisplayCancelableProgressBar("Simple Progress Bar", "Shows a progress bar for the given seconds", float(progress / secs))) {
					Debug.Log("Progress bar canceled by the user");
					startVal = 0;
				}
			}
			else
				EditorUtility.ClearProgressBar();
		}
		else
			secs = EditorGUILayout.IntField("Time to wait:", secs);
	}
	function OnInspectorUpdate() {
		Repaint();
	}
}
using UnityEngine;
using UnityEditor;

public class CancelableProgressBarExample : EditorWindow { static int secs = 0; static double startVal = 0; static double progress = 0;

[MenuItem("Example/Cancelable Progress Bar")] static void Init() { // Get existing open window or if none, make a new one: CancelableProgressBarExample window = (CancelableProgressBarExample)EditorWindow.GetWindow(typeof(CancelableProgressBarExample)); window.Show(); }

void OnGUI() { if (secs > 0) { if (GUILayout.Button("Display bar")) startVal = EditorApplication.timeSinceStartup;

progress = EditorApplication.timeSinceStartup - startVal;

if (progress < secs) { if (EditorUtility.DisplayCancelableProgressBar( "Simple Progress Bar", "Shows a progress bar for the given seconds", (float)(progress / secs))) { Debug.Log("Progress bar canceled by the user"); startVal = 0; } } else EditorUtility.ClearProgressBar(); } else secs = EditorGUILayout.IntField("Time to wait:", secs); }

void OnInspectorUpdate() { Repaint(); } }