UnityEditor.TriggerModuleUI.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ParticleSystem s ) : void
s UnityEngine.ParticleSystem
return void
        public override void OnInspectorGUI(ParticleSystem s)
        {
            if (s_Texts == null)
            {
                s_Texts = new Texts();
            }
            this.DoListOfCollisionShapesGUI();
            ModuleUI.GUIPopup(s_Texts.inside, this.m_Inside, s_Texts.overlapOptions, new GUILayoutOption[0]);
            ModuleUI.GUIPopup(s_Texts.outside, this.m_Outside, s_Texts.overlapOptions, new GUILayoutOption[0]);
            ModuleUI.GUIPopup(s_Texts.enter, this.m_Enter, s_Texts.overlapOptions, new GUILayoutOption[0]);
            ModuleUI.GUIPopup(s_Texts.exit, this.m_Exit, s_Texts.overlapOptions, new GUILayoutOption[0]);
            ModuleUI.GUIFloat(s_Texts.radiusScale, this.m_RadiusScale, new GUILayoutOption[0]);
            EditorGUI.BeginChangeCheck();
            s_VisualizeBounds = ModuleUI.GUIToggle(s_Texts.visualizeBounds, s_VisualizeBounds, new GUILayoutOption[0]);
            if (EditorGUI.EndChangeCheck())
            {
                EditorPrefs.SetBool("VisualizeTriggerBounds", s_VisualizeBounds);
            }
        }