public override void OnInspectorGUI()
{
if ((base.m_DontDestroyOnLoadProperty == null) || (base.m_DontDestroyOnLoadLabel == null))
{
base.m_Initialized = false;
}
this.InitLobby();
NetworkLobbyManager target = base.target as NetworkLobbyManager;
if (target != null)
{
base.serializedObject.Update();
EditorGUILayout.PropertyField(base.m_DontDestroyOnLoadProperty, base.m_DontDestroyOnLoadLabel, new GUILayoutOption[0]);
EditorGUILayout.PropertyField(base.m_RunInBackgroundProperty, base.m_RunInBackgroundLabel, new GUILayoutOption[0]);
if (EditorGUILayout.PropertyField(base.m_LogLevelProperty, new GUILayoutOption[0]))
{
LogFilter.currentLogLevel = (int) base.m_NetworkManager.logLevel;
}
this.ShowLobbyScenes();
EditorGUILayout.PropertyField(this.m_ShowLobbyGUIProperty, new GUILayoutOption[0]);
EditorGUILayout.PropertyField(this.m_MaxPlayersProperty, this.m_MaxPlayersLabel, new GUILayoutOption[0]);
EditorGUILayout.PropertyField(this.m_MaxPlayersPerConnectionProperty, this.m_MaxPlayersPerConnectionLabel, new GUILayoutOption[0]);
EditorGUILayout.PropertyField(this.m_MinPlayersProperty, this.m_MinPlayersLabel, new GUILayoutOption[0]);
EditorGUILayout.PropertyField(this.m_LobbyPlayerPrefabProperty, new GUILayoutOption[0]);
EditorGUI.BeginChangeCheck();
UnityEngine.Object obj2 = EditorGUILayout.ObjectField("Game Player Prefab", target.gamePlayerPrefab, typeof(NetworkIdentity), false, new GUILayoutOption[0]);
if (EditorGUI.EndChangeCheck())
{
if (obj2 == null)
{
this.m_GamePlayerPrefabProperty.objectReferenceValue = null;
}
else
{
NetworkIdentity identity = obj2 as NetworkIdentity;
if ((identity != null) && (identity.gameObject != target.gamePlayerPrefab))
{
this.m_GamePlayerPrefabProperty.objectReferenceValue = identity.gameObject;
}
}
}
EditorGUILayout.Separator();
base.ShowNetworkInfo();
base.ShowSpawnInfo();
base.ShowConfigInfo();
base.ShowSimulatorInfo();
base.serializedObject.ApplyModifiedProperties();
base.ShowDerivedProperties(typeof(NetworkLobbyManager), typeof(NetworkManager));
if (Application.isPlaying)
{
EditorGUILayout.Separator();
this.ShowLobbySlots();
}
}
}