void ImportProgress(UnityGLTF.GLTFEditorImporter.IMPORT_STEP step, int current, int total) { if (_importProgress != null) { _importProgress(step, current, total); } }
public void UpdateProgress(UnityGLTF.GLTFEditorImporter.IMPORT_STEP step, int current, int total) { string element = "Importing GLTF model " + Path.GetFileName(_gltfQueue[0].Path) + ": "; switch (step) { case GLTFEditorImporter.IMPORT_STEP.BUFFER: element += "Buffer"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.IMAGE: element += "Image"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.TEXTURE: element += "Texture"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.MATERIAL: element += "Material"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.MESH: element += "Mesh"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.NODE: element += "Node"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.ANIMATION: element += "Animation"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.SKIN: element += "Skin"; break; } _currentStep = element; }
public void UpdateProgress(UnityGLTF.GLTFEditorImporter.IMPORT_STEP step, int current, int total) { string element = ""; switch (step) { case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.BUFFER: element = "Buffer"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.IMAGE: element = "Image"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.TEXTURE: element = "Texture"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.MATERIAL: element = "Material"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.MESH: element = "Mesh"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.NODE: element = "Node"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.ANIMATION: element = "Animation"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.SKIN: element = "Skin"; break; case UnityGLTF.GLTFEditorImporter.IMPORT_STEP.SKINNEDMESH: element = "SkinnedMesh"; break; } EditorUtility.DisplayProgressBar("Importing glTF", "Importing " + element + " (" + current + " / " + total + ")", (float)current / (float)total); this.Repaint(); }