UnityEditor.LightingWindowLightmapPreviewTab.Header C# (CSharp) Method

Header() private static method

private static Header ( Rect rect, float maxLightmaps ) : void
rect UnityEngine.Rect
maxLightmaps float
return void
        private static void Header(Rect rect, float maxLightmaps)
        {
            rect.width /= maxLightmaps;
            EditorGUI.DropShadowLabel(rect, "Intensity");
            rect.x += rect.width;
            EditorGUI.DropShadowLabel(rect, "Directionality");
        }

Usage Example

        public void LightmapPreview(Rect r)
        {
            if (LightingWindowLightmapPreviewTab.s_Styles == null)
            {
                LightingWindowLightmapPreviewTab.s_Styles = new LightingWindowLightmapPreviewTab.Styles();
            }
            bool flag = true;

            GUI.Box(r, string.Empty, "PreBackground");
            this.m_ScrollPositionLightmaps = EditorGUILayout.BeginScrollView(this.m_ScrollPositionLightmaps, new GUILayoutOption[]
            {
                GUILayout.Height(r.height)
            });
            int   num  = 0;
            float num2 = 2f;

            LightmapData[] lightmaps = LightmapSettings.lightmaps;
            for (int i = 0; i < lightmaps.Length; i++)
            {
                LightmapData lightmapData = lightmaps[i];
                if (lightmapData.lightmapFar == null && lightmapData.lightmapNear == null)
                {
                    num++;
                }
                else
                {
                    int               num3      = (!lightmapData.lightmapFar) ? -1 : Math.Max(lightmapData.lightmapFar.width, lightmapData.lightmapFar.height);
                    int               num4      = (!lightmapData.lightmapNear) ? -1 : Math.Max(lightmapData.lightmapNear.width, lightmapData.lightmapNear.height);
                    Texture2D         texture2D = (num3 <= num4) ? lightmapData.lightmapNear : lightmapData.lightmapFar;
                    GUILayoutOption[] options   = new GUILayoutOption[]
                    {
                        GUILayout.MaxWidth((float)texture2D.width * num2),
                        GUILayout.MaxHeight((float)texture2D.height)
                    };
                    Rect aspectRect = GUILayoutUtility.GetAspectRect((float)texture2D.width * num2 / (float)texture2D.height, options);
                    if (flag)
                    {
                        LightingWindowLightmapPreviewTab.Header(ref aspectRect, 20f, 6f, num2);
                        flag = false;
                    }
                    aspectRect.width /= num2;
                    EditorGUI.DrawPreviewTexture(aspectRect, lightmapData.lightmapFar);
                    this.MenuSelectLightmapUsers(aspectRect, num);
                    if (lightmapData.lightmapNear)
                    {
                        aspectRect.x += aspectRect.width;
                        EditorGUI.DrawPreviewTexture(aspectRect, lightmapData.lightmapNear);
                        this.MenuSelectLightmapUsers(aspectRect, num);
                    }
                    num++;
                }
            }
            EditorGUILayout.EndScrollView();
        }
All Usage Examples Of UnityEditor.LightingWindowLightmapPreviewTab::Header