UnityEditor.LookDevEnvironmentWindow.EnvSettingsWindow.OnGUI C# (CSharp) Method

OnGUI() public method

public OnGUI ( Rect rect ) : void
rect UnityEngine.Rect
return void
            public override void OnGUI(Rect rect)
            {
                GUILayout.BeginVertical(new GUILayoutOption[0]);
                GUILayout.Label(styles.sEnvironment, EditorStyles.miniLabel, new GUILayoutOption[0]);
                EditorGUI.BeginChangeCheck();
                float num = EditorGUILayout.Slider(styles.sAngleOffset, this.m_CubemapInfo.angleOffset % 360f, -360f, 360f, new GUILayoutOption[0]);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(this.m_LookDevView.envLibrary, "Changed environment settings");
                    this.m_CubemapInfo.angleOffset = num;
                    this.m_LookDevView.envLibrary.dirty = true;
                    this.m_LookDevView.Repaint();
                }
                if (GUILayout.Button(styles.sResetEnv, EditorStyles.toolbarButton, new GUILayoutOption[0]))
                {
                    Undo.RecordObject(this.m_LookDevView.envLibrary, "Changed environment settings");
                    this.m_CubemapInfo.ResetEnvInfos();
                    this.m_LookDevView.envLibrary.dirty = true;
                    this.m_LookDevView.Repaint();
                }
                using (new EditorGUI.DisabledScope(!this.m_LookDevView.config.enableShadowCubemap))
                {
                    this.DrawSeparator();
                    GUILayout.Label(styles.sShadows, EditorStyles.miniLabel, new GUILayoutOption[0]);
                    EditorGUI.BeginChangeCheck();
                    float num2 = EditorGUILayout.Slider(styles.sShadowIntensity, this.m_CubemapInfo.shadowInfo.shadowIntensity, 0f, 5f, new GUILayoutOption[0]);
                    Color color = EditorGUILayout.ColorField(styles.sShadowColor, this.m_CubemapInfo.shadowInfo.shadowColor, new GUILayoutOption[0]);
                    if (EditorGUI.EndChangeCheck())
                    {
                        Undo.RecordObject(this.m_LookDevView.envLibrary, "Changed shadow settings");
                        this.m_CubemapInfo.shadowInfo.shadowIntensity = num2;
                        this.m_CubemapInfo.shadowInfo.shadowColor = color;
                        this.m_LookDevView.envLibrary.dirty = true;
                        this.m_LookDevView.Repaint();
                    }
                    if (GUILayout.Button(styles.sBrightest, EditorStyles.toolbarButton, new GUILayoutOption[0]))
                    {
                        Undo.RecordObject(this.m_LookDevView.envLibrary, "Changed shadow settings");
                        LookDevResources.UpdateShadowInfoWithBrightestSpot(this.m_CubemapInfo);
                        this.m_LookDevView.envLibrary.dirty = true;
                        this.m_LookDevView.Repaint();
                    }
                    if (GUILayout.Button(styles.sResetShadow, EditorStyles.toolbarButton, new GUILayoutOption[0]))
                    {
                        Undo.RecordObject(this.m_LookDevView.envLibrary, "Changed shadow settings");
                        this.m_CubemapInfo.SetCubemapShadowInfo(this.m_CubemapInfo);
                        this.m_LookDevView.envLibrary.dirty = true;
                        this.m_LookDevView.Repaint();
                    }
                }
                GUILayout.EndVertical();
            }
LookDevEnvironmentWindow.EnvSettingsWindow