public void UpdateLightmapSelection()
{
MeshRenderer renderer;
Terrain terrain = null;
if ((Selection.activeGameObject == null) || (((renderer = Selection.activeGameObject.GetComponent<MeshRenderer>()) == null) && ((terrain = Selection.activeGameObject.GetComponent<Terrain>()) == null)))
{
this.m_SelectedLightmap = -1;
}
else
{
this.m_SelectedLightmap = (renderer == null) ? terrain.lightmapIndex : renderer.lightmapIndex;
}
}