UnityEditor.NetworkManagerHUDEditor.Init C# (CSharp) Method

Init() private method

private Init ( ) : void
return void
        private void Init()
        {
            if (!this.m_Initialized || (this.m_ShowGUIProperty == null))
            {
                this.m_Initialized = true;
                this.m_ManagerHud = base.target as NetworkManagerHUD;
                if (this.m_ManagerHud != null)
                {
                    this.m_Manager = this.m_ManagerHud.manager;
                }
                this.m_ShowGUIProperty = base.serializedObject.FindProperty("showGUI");
                this.m_OffsetXProperty = base.serializedObject.FindProperty("offsetX");
                this.m_OffsetYProperty = base.serializedObject.FindProperty("offsetY");
                this.m_ShowServerLabel = new GUIContent("Server Info", "Details of internal server state");
                this.m_ShowServerConnectionsLabel = new GUIContent("Server Connections", "List of local and remote network connections to the server");
                this.m_ShowServerObjectsLabel = new GUIContent("Server Objects", "Networked objects spawned by the server");
                this.m_ShowClientLabel = new GUIContent("Client Info", "Details of internal client state");
                this.m_ShowClientObjectsLabel = new GUIContent("Client Objects", "Networked objects created on the client");
                this.m_ShowMatchMakerLabel = new GUIContent("MatchMaker Info", "Details about the matchmaker state");
                this.m_ShowControlsLabel = new GUIContent("Runtime Controls", "Buttons for controlling network state at runtime");
                this.m_ShowRuntimeGuiLabel = new GUIContent("Show Runtime GUI", "Show the default network control GUI when the game is running");
                this.m_OffsetXLabel = new GUIContent("GUI Horizontal Offset", "Horizontal offset of runtime GUI");
                this.m_OffsetYLabel = new GUIContent("GUI Vertical Offset", "Vertical offset of runtime GUI");
            }
        }