UnityEditor.LightsModuleUI.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ParticleSystem s ) : void
s UnityEngine.ParticleSystem
return void
        public override void OnInspectorGUI(ParticleSystem s)
        {
            if (s_Texts == null)
            {
                s_Texts = new Texts();
            }
            ModuleUI.GUIObject(s_Texts.light, this.m_Light, new GUILayoutOption[0]);
            ModuleUI.GUIFloat(s_Texts.ratio, this.m_Ratio, new GUILayoutOption[0]);
            ModuleUI.GUIToggle(s_Texts.randomDistribution, this.m_RandomDistribution, new GUILayoutOption[0]);
            ModuleUI.GUIToggle(s_Texts.color, this.m_UseParticleColor, new GUILayoutOption[0]);
            ModuleUI.GUIToggle(s_Texts.range, this.m_SizeAffectsRange, new GUILayoutOption[0]);
            ModuleUI.GUIToggle(s_Texts.intensity, this.m_AlphaAffectsIntensity, new GUILayoutOption[0]);
            ModuleUI.GUIMinMaxCurve(s_Texts.rangeCurve, this.m_Range, new GUILayoutOption[0]);
            ModuleUI.GUIMinMaxCurve(s_Texts.intensityCurve, this.m_Intensity, new GUILayoutOption[0]);
            ModuleUI.GUIInt(s_Texts.maxLights, this.m_MaxLights, new GUILayoutOption[0]);
            if (this.m_Light.objectReferenceValue != null)
            {
                Light objectReferenceValue = (Light) this.m_Light.objectReferenceValue;
                if ((objectReferenceValue.type != LightType.Point) && (objectReferenceValue.type != LightType.Spot))
                {
                    EditorGUILayout.HelpBox(EditorGUIUtility.TextContent("Only point and spot lights are supported on particles.").text, MessageType.Warning, true);
                }
            }
        }