UnityEditor.LightmapEditorSettings.IsLightmappedOrDynamicLightmappedForRendering C# (CSharp) Method

IsLightmappedOrDynamicLightmappedForRendering() private method

private IsLightmappedOrDynamicLightmappedForRendering ( Renderer renderer ) : bool
renderer UnityEngine.Renderer
return bool
        internal static extern bool IsLightmappedOrDynamicLightmappedForRendering(Renderer renderer);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

            internal void OnGUI(Renderer renderer, bool useMiniStyle)
            {
                if (this.m_UseLightProbes != null)
                {
                    EditorGUI.BeginDisabledGroup(LightmapEditorSettings.IsLightmappedOrDynamicLightmappedForRendering(renderer));
                    if (!useMiniStyle)
                    {
                        EditorGUILayout.PropertyField(this.m_UseLightProbes, this.m_UseLightProbesStyle, new GUILayoutOption[0]);
                    }
                    else
                    {
                        ModuleUI.GUIToggle(this.m_UseLightProbesStyle, this.m_UseLightProbes);
                    }
                    EditorGUI.EndDisabledGroup();
                }
                if (!useMiniStyle)
                {
                    this.m_ReflectionProbeUsage.intValue = (int)((ReflectionProbeUsage)EditorGUILayout.EnumPopup(this.m_ReflectionProbeUsageStyle, (ReflectionProbeUsage)this.m_ReflectionProbeUsage.intValue, new GUILayoutOption[0]));
                }
                else
                {
                    ModuleUI.GUIPopup(this.m_ReflectionProbeUsageStyle, this.m_ReflectionProbeUsage, Enum.GetNames(typeof(ReflectionProbeUsage)));
                }
                bool flag = this.m_ReflectionProbeUsage.intValue != 0;

                if (((this.m_UseLightProbes != null) && this.m_UseLightProbes.boolValue) || flag)
                {
                    EditorGUI.indentLevel++;
                    if (!useMiniStyle)
                    {
                        EditorGUILayout.PropertyField(this.m_ProbeAnchor, this.m_ProbeAnchorStyle, new GUILayoutOption[0]);
                    }
                    else
                    {
                        ModuleUI.GUIObject(this.m_ProbeAnchorStyle, this.m_ProbeAnchor);
                    }
                    if (flag)
                    {
                        if (SceneView.GetSceneViewRenderingPath() == RenderingPath.DeferredShading)
                        {
                            EditorGUILayout.HelpBox(this.m_DeferredNote.text, MessageType.Info);
                        }
                        else
                        {
                            renderer.GetClosestReflectionProbes(this.m_BlendInfo);
                            ShowClosestReflectionProbes(this.m_BlendInfo);
                        }
                    }
                    EditorGUI.indentLevel--;
                }
            }
All Usage Examples Of UnityEditor.LightmapEditorSettings::IsLightmappedOrDynamicLightmappedForRendering