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(); } }