UnityEditor.ClampVelocityModuleUI.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ParticleSystem s ) : void
s UnityEngine.ParticleSystem
return void
        public override void OnInspectorGUI(ParticleSystem s)
        {
            EditorGUI.BeginChangeCheck();
            bool flag = ModuleUI.GUIToggle(s_Texts.separateAxes, this.m_SeparateAxes, new GUILayoutOption[0]);
            if (EditorGUI.EndChangeCheck())
            {
                if (flag)
                {
                    this.m_Magnitude.RemoveCurveFromEditor();
                }
                else
                {
                    this.m_X.RemoveCurveFromEditor();
                    this.m_Y.RemoveCurveFromEditor();
                    this.m_Z.RemoveCurveFromEditor();
                }
            }
            MinMaxCurveState state = this.m_X.state;
            this.m_Y.state = state;
            this.m_Z.state = state;
            if (flag)
            {
                base.GUITripleMinMaxCurve(GUIContent.none, s_Texts.x, this.m_X, s_Texts.y, this.m_Y, s_Texts.z, this.m_Z, null, new GUILayoutOption[0]);
                ModuleUI.GUIBoolAsPopup(s_Texts.space, this.m_InWorldSpace, s_Texts.spaces, new GUILayoutOption[0]);
            }
            else
            {
                ModuleUI.GUIMinMaxCurve(s_Texts.magnitude, this.m_Magnitude, new GUILayoutOption[0]);
            }
            ModuleUI.GUIFloat(s_Texts.dampen, this.m_Dampen, new GUILayoutOption[0]);
        }