OnInteractivePreviewGUI() public méthode

public OnInteractivePreviewGUI ( Rect r, GUIStyle background ) : void
r UnityEngine.Rect
background UnityEngine.GUIStyle
Résultat void
Exemple #1
0
        public override void OnInteractivePreviewGUI(Rect r, GUIStyle background)
        {
            EditorWrapper previewEditor = this.previewEditor;

            if (previewEditor != null)
            {
                previewEditor.OnInteractivePreviewGUI(r, background);
            }
            AssetStoreAsset firstAsset = AssetStoreAssetSelection.GetFirstAsset();

            if (firstAsset != null && !firstAsset.HasLivePreview && !string.IsNullOrEmpty(firstAsset.dynamicPreviewURL))
            {
                GUIContent statusWheel = AssetStoreAssetInspector.StatusWheel;
                r.y += (r.height - (float)statusWheel.image.height) / 2f;
                r.x += (r.width - (float)statusWheel.image.width) / 2f;
                GUI.Label(r, AssetStoreAssetInspector.StatusWheel);
                base.Repaint();
            }
        }
Exemple #2
0
        public override void OnInteractivePreviewGUI(Rect r, GUIStyle background)
        {
            EditorWrapper editor = previewEditor;

            if (editor != null)
            {
                editor.OnInteractivePreviewGUI(r, background);
            }

            // If the live preview is not available yes the show a spinner
            AssetStoreAsset a = AssetStoreAssetSelection.GetFirstAsset();

            if (a != null && !a.HasLivePreview && !string.IsNullOrEmpty(a.dynamicPreviewURL))
            {
                GUIContent c = StatusWheel;
                r.y += (r.height - c.image.height) / 2f;
                r.x += (r.width - c.image.width) / 2f;
                GUI.Label(r, StatusWheel);
                Repaint();
            }
        }