UnityEditor.ProfilerWindow.Styles.GetLocalizedReasons C# (CSharp) Méthode

GetLocalizedReasons() static private méthode

static private GetLocalizedReasons ( ) : UnityEngine.GUIContent[]
Résultat UnityEngine.GUIContent[]
            internal static GUIContent[] GetLocalizedReasons()
            {
                GUIContent[] contentArray = new GUIContent[11];
                contentArray[0] = EditorGUIUtility.TextContent("Scene object (Unloaded by loading a new scene or destroying it)");
                contentArray[1] = EditorGUIUtility.TextContent("Builtin Resource (Never unloaded)");
                contentArray[2] = EditorGUIUtility.TextContent("Object is marked Don't Save. (Must be explicitly destroyed or it will leak)");
                contentArray[3] = EditorGUIUtility.TextContent("Asset is dirty and must be saved first (Editor only)");
                contentArray[5] = EditorGUIUtility.TextContent("Asset type created from code or stored in the scene, referenced from native code.");
                contentArray[6] = EditorGUIUtility.TextContent("Asset type created from code or stored in the scene, referenced from scripts and native code.");
                contentArray[8] = EditorGUIUtility.TextContent("Asset referenced from native code.");
                contentArray[9] = EditorGUIUtility.TextContent("Asset referenced from scripts and native code.");
                contentArray[10] = EditorGUIUtility.TextContent("Not Applicable");
                return contentArray;
            }
        }
ProfilerWindow.Styles