using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEditor;
using System.Threading;
public class EditModeFunctions : EditorWindow
{
[MenuItem("Window/BVH Options")]
public static void ShowWindow()
{
GetWindow<EditModeFunctions>("BVH Rebuild");
}
List<int> ProgIds;
private void OnStartAsync() {
EditorUtility.SetDirty(Camera.main.GetComponent<AssetManager>());
Camera.main.GetComponent<AssetManager>().Begin();
this.ProgIds = new List<int>(Camera.main.GetComponent<AssetManager>().ProgIds);
}
private void OnGUI()
{
if (GUILayout.Button("ASSETS LOAD"))
{
OnStartAsync();
}
for(int i = ProgIds.Count - 1; i >= 0 ; i--) {
var i2 = i;
EditorGUI.ProgressBar(new Rect(0, i2 * 25 + 30, 300, 20), UnityEditor.Progress.GetProgress(ProgIds[i2]), "temp");
if(UnityEditor.Progress.GetStatus(ProgIds[i2]) == UnityEditor.Progress.Status.Succeeded) {
UnityEditor.Progress.Remove(ProgIds[i2]);
ProgIds.RemoveAt(i2);
}
}
}
}