UnityEditor.AudioReverbZoneEditor.OnEnable C# (CSharp) Method

OnEnable() private method

private OnEnable ( ) : void
return void
        private void OnEnable()
        {
            this.m_MinDistance = base.serializedObject.FindProperty("m_MinDistance");
            this.m_MaxDistance = base.serializedObject.FindProperty("m_MaxDistance");
            this.m_ReverbPreset = base.serializedObject.FindProperty("m_ReverbPreset");
            this.m_Room = base.serializedObject.FindProperty("m_Room");
            this.m_RoomHF = base.serializedObject.FindProperty("m_RoomHF");
            this.m_RoomLF = base.serializedObject.FindProperty("m_RoomLF");
            this.m_DecayTime = base.serializedObject.FindProperty("m_DecayTime");
            this.m_DecayHFRatio = base.serializedObject.FindProperty("m_DecayHFRatio");
            this.m_Reflections = base.serializedObject.FindProperty("m_Reflections");
            this.m_ReflectionsDelay = base.serializedObject.FindProperty("m_ReflectionsDelay");
            this.m_Reverb = base.serializedObject.FindProperty("m_Reverb");
            this.m_ReverbDelay = base.serializedObject.FindProperty("m_ReverbDelay");
            this.m_HFReference = base.serializedObject.FindProperty("m_HFReference");
            this.m_LFReference = base.serializedObject.FindProperty("m_LFReference");
            this.m_RoomRolloffFactor = base.serializedObject.FindProperty("m_RoomRolloffFactor");
            this.m_Diffusion = base.serializedObject.FindProperty("m_Diffusion");
            this.m_Density = base.serializedObject.FindProperty("m_Density");
        }