public override void OnInspectorGUI()
{
this.IsReadableGUI();
EditorGUI.BeginChangeCheck();
this.TextureSettingsGUI();
if (EditorGUI.EndChangeCheck())
{
UnityEngine.Object[] targets = base.targets;
for (int i = 0; i < targets.Length; i++)
{
AssetImporter assetImporter = (AssetImporter)targets[i];
Texture tex = AssetDatabase.LoadMainAssetAtPath(assetImporter.assetPath) as Texture;
if (this.m_FilterMode.intValue != -1)
{
TextureUtil.SetFilterModeNoDirty(tex, (FilterMode)this.m_FilterMode.intValue);
}
if ((this.m_WrapU.intValue != -1 || this.m_WrapV.intValue != -1 || this.m_WrapW.intValue != -1) && !this.m_WrapU.hasMultipleDifferentValues && !this.m_WrapV.hasMultipleDifferentValues && !this.m_WrapW.hasMultipleDifferentValues)
{
TextureUtil.SetWrapModeNoDirty(tex, (TextureWrapMode)this.m_WrapU.intValue, (TextureWrapMode)this.m_WrapV.intValue, (TextureWrapMode)this.m_WrapW.intValue);
}
}
SceneView.RepaintAll();
}
GUILayout.BeginHorizontal(new GUILayoutOption[0]);
GUILayout.FlexibleSpace();
base.ApplyRevertGUI();
GUILayout.EndHorizontal();
}