UnityEditor.LightEditor.OnSceneGUI C# (CSharp) Method

OnSceneGUI() private method

private OnSceneGUI ( ) : void
return void
        private void OnSceneGUI()
        {
            Light target = (Light) base.target;
            Color color = Handles.color;
            if (target.enabled)
            {
                Handles.color = kGizmoLight;
            }
            else
            {
                Handles.color = kGizmoDisabledLight;
            }
            float range = target.range;
            switch (target.type)
            {
                case LightType.Spot:
                {
                    Color color2 = Handles.color;
                    color2.a = Mathf.Clamp01(color.a * 2f);
                    Handles.color = color2;
                    Vector2 angleAndRange = new Vector2(target.spotAngle, target.range);
                    angleAndRange = Handles.ConeHandle(target.transform.rotation, target.transform.position, angleAndRange, 1f, 1f, true);
                    if (GUI.changed)
                    {
                        Undo.RecordObject(target, "Adjust Spot Light");
                        target.spotAngle = angleAndRange.x;
                        target.range = Mathf.Max(angleAndRange.y, 0.01f);
                    }
                    break;
                }
                case LightType.Point:
                    range = Handles.RadiusHandle(Quaternion.identity, target.transform.position, range, true);
                    if (GUI.changed)
                    {
                        Undo.RecordObject(target, "Adjust Point Light");
                        target.range = range;
                    }
                    break;

                case LightType.Area:
                {
                    EditorGUI.BeginChangeCheck();
                    Vector2 vector2 = Handles.DoRectHandles(target.transform.rotation, target.transform.position, target.areaSize);
                    if (EditorGUI.EndChangeCheck())
                    {
                        Undo.RecordObject(target, "Adjust Area Light");
                        target.areaSize = vector2;
                    }
                    break;
                }
            }
            Handles.color = color;
        }