UnityEditor.CubemapInspector.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ) : void
return void
        public override void OnInspectorGUI()
        {
            if (this.m_Images == null)
            {
                this.InitTexturesFromCubemap();
            }
            EditorGUIUtility.labelWidth = 50f;
            Cubemap target = base.target as Cubemap;
            if (target != null)
            {
                GUILayout.BeginVertical(new GUILayoutOption[0]);
                GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                this.ShowFace("Right\n(+X)", CubemapFace.PositiveX);
                this.ShowFace("Left\n(-X)", CubemapFace.NegativeX);
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                this.ShowFace("Top\n(+Y)", CubemapFace.PositiveY);
                this.ShowFace("Bottom\n(-Y)", CubemapFace.NegativeY);
                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                this.ShowFace("Front\n(+Z)", CubemapFace.PositiveZ);
                this.ShowFace("Back\n(-Z)", CubemapFace.NegativeZ);
                GUILayout.EndHorizontal();
                GUILayout.EndVertical();
                EditorGUIUtility.labelWidth = 0f;
                EditorGUILayout.Space();
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.HelpBox("Lowering face size is a destructive operation, you might need to re-assign the textures later to fix resolution issues. It's preferable to use Cubemap texture import type instead of Legacy Cubemap assets.", MessageType.Warning);
                int gPUWidth = TextureUtil.GetGPUWidth(target);
                gPUWidth = EditorGUILayout.IntPopup("Face size", gPUWidth, kSizes, kSizesValues, new GUILayoutOption[0]);
                int mipmapCount = TextureUtil.GetMipmapCount(target);
                bool useMipmap = EditorGUILayout.Toggle("MipMaps", mipmapCount > 1, new GUILayoutOption[0]);
                bool linearSampled = TextureUtil.GetLinearSampled(target);
                linearSampled = EditorGUILayout.Toggle("Linear", linearSampled, new GUILayoutOption[0]);
                bool flag3 = TextureUtil.IsCubemapReadable(target);
                flag3 = EditorGUILayout.Toggle("Readable", flag3, new GUILayoutOption[0]);
                if (EditorGUI.EndChangeCheck())
                {
                    if (TextureUtil.ReformatCubemap(ref target, gPUWidth, gPUWidth, target.format, useMipmap, linearSampled))
                    {
                        this.InitTexturesFromCubemap();
                    }
                    TextureUtil.MarkCubemapReadable(target, flag3);
                    target.Apply();
                }
            }
        }