UnityEditor.NetworkLobbyManagerEditor.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ) : void
return void
        public override void OnInspectorGUI()
        {
            if ((base.m_DontDestroyOnLoadProperty == null) || (base.m_DontDestroyOnLoadLabel == null))
            {
                base.m_Initialized = false;
            }
            this.InitLobby();
            NetworkLobbyManager target = base.target as NetworkLobbyManager;
            if (target != null)
            {
                base.serializedObject.Update();
                EditorGUILayout.PropertyField(base.m_DontDestroyOnLoadProperty, base.m_DontDestroyOnLoadLabel, new GUILayoutOption[0]);
                EditorGUILayout.PropertyField(base.m_RunInBackgroundProperty, base.m_RunInBackgroundLabel, new GUILayoutOption[0]);
                if (EditorGUILayout.PropertyField(base.m_LogLevelProperty, new GUILayoutOption[0]))
                {
                    LogFilter.currentLogLevel = (int) base.m_NetworkManager.logLevel;
                }
                this.ShowLobbyScenes();
                EditorGUILayout.PropertyField(this.m_ShowLobbyGUIProperty, new GUILayoutOption[0]);
                EditorGUILayout.PropertyField(this.m_MaxPlayersProperty, this.m_MaxPlayersLabel, new GUILayoutOption[0]);
                EditorGUILayout.PropertyField(this.m_MaxPlayersPerConnectionProperty, this.m_MaxPlayersPerConnectionLabel, new GUILayoutOption[0]);
                EditorGUILayout.PropertyField(this.m_MinPlayersProperty, this.m_MinPlayersLabel, new GUILayoutOption[0]);
                EditorGUILayout.PropertyField(this.m_LobbyPlayerPrefabProperty, new GUILayoutOption[0]);
                EditorGUI.BeginChangeCheck();
                UnityEngine.Object obj2 = EditorGUILayout.ObjectField("Game Player Prefab", target.gamePlayerPrefab, typeof(NetworkIdentity), false, new GUILayoutOption[0]);
                if (EditorGUI.EndChangeCheck())
                {
                    if (obj2 == null)
                    {
                        this.m_GamePlayerPrefabProperty.objectReferenceValue = null;
                    }
                    else
                    {
                        NetworkIdentity identity = obj2 as NetworkIdentity;
                        if ((identity != null) && (identity.gameObject != target.gamePlayerPrefab))
                        {
                            this.m_GamePlayerPrefabProperty.objectReferenceValue = identity.gameObject;
                        }
                    }
                }
                EditorGUILayout.Separator();
                base.ShowNetworkInfo();
                base.ShowSpawnInfo();
                base.ShowConfigInfo();
                base.ShowSimulatorInfo();
                base.serializedObject.ApplyModifiedProperties();
                base.ShowDerivedProperties(typeof(NetworkLobbyManager), typeof(NetworkManager));
                if (Application.isPlaying)
                {
                    EditorGUILayout.Separator();
                    this.ShowLobbySlots();
                }
            }
        }