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;
}
}