UnityEditor.AssetPreview.IsLoadingAssetPreviews C# (CSharp) Method

IsLoadingAssetPreviews() public static method

Loading previews is asynchronous so it is useful to know if any requested previews are in the process of being loaded so client code e.g can repaint while waiting.

public static IsLoadingAssetPreviews ( ) : bool
return bool
        public static bool IsLoadingAssetPreviews()
        {
            return IsLoadingAssetPreviews(0);
        }

Same methods

AssetPreview::IsLoadingAssetPreviews ( int clientID ) : bool

Usage Example

示例#1
0
        private void OnGUI()
        {
            this.HandleContextMenu();
            EditorGUILayout.BeginVertical(new GUILayoutOption[0]);
            GUILayout.Space(10f);
            EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
            float pixels = ((float)Screen.width / EditorGUIUtility.pixelsPerPoint - GridPaintPaletteWindow.Styles.toolbarWidth) * 0.5f;

            GUILayout.Space(pixels);
            EditMode.DoInspectorToolbar(GridPaintPaletteWindow.Styles.sceneViewEditModes, GridPaintPaletteWindow.Styles.toolContents, ScriptableSingleton <GridPaintingState> .instance);
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]);
            GUILayout.Space(pixels);
            this.DoActiveTargetsGUI();
            EditorGUILayout.EndHorizontal();
            GUILayout.Space(6f);
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical(new GUILayoutOption[0]);
            Rect rect = EditorGUILayout.BeginHorizontal(GUIContent.none, "Toolbar", new GUILayoutOption[0]);

            this.DoClipboardHeader();
            EditorGUILayout.EndHorizontal();
            Rect  dragRect = new Rect(210f, 0f, base.position.width - 200f - 10f, 17f);
            float num      = this.m_PreviewResizer.ResizeHandle(base.position, 50f, 200f, 17f, dragRect);
            float height   = base.position.height - num - 95f;
            Rect  position = new Rect(0f, rect.yMax, base.position.width, height);

            this.OnClipboardGUI(position);
            EditorGUILayout.EndVertical();
            GUILayout.Space(position.height);
            EditorGUILayout.BeginVertical(new GUILayoutOption[0]);
            EditorGUILayout.BeginHorizontal(GUIContent.none, "Toolbar", new GUILayoutOption[0]);
            this.DoBrushesDropdown();
            GUILayout.FlexibleSpace();
            EditorGUILayout.EndHorizontal();
            this.m_BrushScroll = GUILayout.BeginScrollView(this.m_BrushScroll, false, false, new GUILayoutOption[0]);
            GUILayout.Space(5f);
            this.OnBrushInspectorGUI();
            GUILayout.EndScrollView();
            EditorGUILayout.EndVertical();
            Color color = Handles.color;

            Handles.color = Color.black;
            Handles.DrawLine(new Vector3(0f, position.yMax + 0.5f, 0f), new Vector3((float)Screen.width, position.yMax + 0.5f, 0f));
            Handles.color = Color.black.AlphaMultiplied(0.33f);
            Handles.DrawLine(new Vector3(0f, GUILayoutUtility.GetLastRect().yMax + 0.5f, 0f), new Vector3((float)Screen.width, GUILayoutUtility.GetLastRect().yMax + 0.5f, 0f));
            Handles.color = color;
            EditorGUILayout.BeginVertical(new GUILayoutOption[0]);
            GUILayout.Space(2f);
            EditorGUILayout.EndVertical();
            if (AssetPreview.IsLoadingAssetPreviews(base.GetInstanceID()))
            {
                base.Repaint();
            }
            if (Event.current.type == EventType.MouseDown)
            {
                GUIUtility.keyboardControl = 0;
            }
        }
All Usage Examples Of UnityEditor.AssetPreview::IsLoadingAssetPreviews