MainController.OnGUI C# (CSharp) Метод

OnGUI() приватный Метод

private OnGUI ( ) : void
Результат void
    private void OnGUI()
    {
        GUI.skin = skin;

        if (updating == false)
        {
            GUILayout.Label("Server Name");
            serverName = GUILayout.TextField(serverName);
            GUILayout.Label("Port");
            port = GUILayout.TextField(port);
            GUILayout.Label("Frequency");
            frequency = GUILayout.TextField(frequency);

            if (GUILayout.Button("Connect"))
            {

                IPAddress[] addresses = Dns.GetHostAddresses(serverName);

                foreach (IPAddress address in addresses)
                {
                    if (IPAddress.TryParse(address.ToString(), out ipAddress) == true)
                        break;
                }

                TimerCallback timerCallback = timerUpdate;
                DateTime now = DateTime.UtcNow;
                countdown = now.AddSeconds(int.Parse(frequency)+1);

                updateTimer = new Timer(new TimerCallback(timerCallback), null, 0, int.Parse(frequency)*1000);
            }
        }
        else
        {
            TimeSpan remainingTime = countdown - DateTime.UtcNow;

            if (remainingTime.Seconds < 0)
            {
                DateTime now = DateTime.UtcNow;
                countdown = now.AddSeconds(int.Parse(frequency)+1);
            }

            if (GUILayout.Button("Stop "+((int)remainingTime.TotalSeconds).ToString()))
            {

                //update.Abort();
                updateTimer.Dispose();
                updating = false;
            }
        }

        if (displayAbout)
        {
            windowRect = GUI.Window(0, windowRect, AboutWindow, "About PSUnity");
        }

        if (GUILayout.Button("About"))
        {
            displayAbout = !(displayAbout);
        }

        if (GUILayout.Button("View"))
        {
            Scene s = SceneManager.GetActiveScene();
            int displayScene = s.buildIndex;
            displayScene++;

            if (displayScene >= SceneManager.sceneCountInBuildSettings)
                displayScene = 1;

            SceneManager.LoadScene(displayScene);
        }
    }