UnityEditor.NoiseModuleUI.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();
            }
            if (s_PreviewTextureDirty)
            {
                base.m_ParticleSystemUI.m_ParticleSystem.GenerateNoisePreviewTexture(s_PreviewTexture);
                s_PreviewTextureDirty = false;
            }
            bool flag = base.m_ParticleSystemUI.m_ParticleEffectUI.m_Owner is ParticleSystemInspector;
            if (flag)
            {
                GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                GUILayout.BeginVertical(new GUILayoutOption[0]);
            }
            EditorGUI.BeginChangeCheck();
            bool flag2 = ModuleUI.GUIToggle(s_Texts.separateAxes, this.m_SeparateAxes, new GUILayoutOption[0]);
            bool flag3 = EditorGUI.EndChangeCheck();
            EditorGUI.BeginChangeCheck();
            if (flag3)
            {
                if (flag2)
                {
                    this.m_StrengthX.RemoveCurveFromEditor();
                    this.m_RemapX.RemoveCurveFromEditor();
                }
                else
                {
                    this.m_StrengthX.RemoveCurveFromEditor();
                    this.m_StrengthY.RemoveCurveFromEditor();
                    this.m_StrengthZ.RemoveCurveFromEditor();
                    this.m_RemapX.RemoveCurveFromEditor();
                    this.m_RemapY.RemoveCurveFromEditor();
                    this.m_RemapZ.RemoveCurveFromEditor();
                }
            }
            MinMaxCurveState state = this.m_StrengthX.state;
            this.m_StrengthY.state = state;
            this.m_StrengthZ.state = state;
            state = this.m_RemapX.state;
            this.m_RemapY.state = state;
            this.m_RemapZ.state = state;
            if (flag2)
            {
                this.m_StrengthX.m_DisplayName = s_Texts.x;
                base.GUITripleMinMaxCurve(GUIContent.none, s_Texts.x, this.m_StrengthX, s_Texts.y, this.m_StrengthY, s_Texts.z, this.m_StrengthZ, null, new GUILayoutOption[0]);
            }
            else
            {
                this.m_StrengthX.m_DisplayName = s_Texts.strength;
                ModuleUI.GUIMinMaxCurve(s_Texts.strength, this.m_StrengthX, new GUILayoutOption[0]);
            }
            ModuleUI.GUIFloat(s_Texts.frequency, this.m_Frequency, new GUILayoutOption[0]);
            ModuleUI.GUIMinMaxCurve(s_Texts.scrollSpeed, this.m_ScrollSpeed, new GUILayoutOption[0]);
            ModuleUI.GUIToggle(s_Texts.damping, this.m_Damping, new GUILayoutOption[0]);
            int num = ModuleUI.GUIInt(s_Texts.octaves, this.m_Octaves, new GUILayoutOption[0]);
            using (new EditorGUI.DisabledScope(num == 1))
            {
                ModuleUI.GUIFloat(s_Texts.octaveMultiplier, this.m_OctaveMultiplier, new GUILayoutOption[0]);
                ModuleUI.GUIFloat(s_Texts.octaveScale, this.m_OctaveScale, new GUILayoutOption[0]);
            }
            ModuleUI.GUIPopup(s_Texts.quality, this.m_Quality, s_Texts.qualityDropdown, new GUILayoutOption[0]);
            bool flag4 = ModuleUI.GUIToggle(s_Texts.remap, this.m_RemapEnabled, new GUILayoutOption[0]);
            using (new EditorGUI.DisabledScope(!flag4))
            {
                if (flag2)
                {
                    this.m_RemapX.m_DisplayName = s_Texts.x;
                    base.GUITripleMinMaxCurve(GUIContent.none, s_Texts.x, this.m_RemapX, s_Texts.y, this.m_RemapY, s_Texts.z, this.m_RemapZ, null, new GUILayoutOption[0]);
                }
                else
                {
                    this.m_RemapX.m_DisplayName = s_Texts.remap;
                    ModuleUI.GUIMinMaxCurve(s_Texts.remapCurve, this.m_RemapX, new GUILayoutOption[0]);
                }
            }
            if (flag)
            {
                GUILayout.EndVertical();
            }
            if ((EditorGUI.EndChangeCheck() || (this.m_ScrollSpeed.scalar.floatValue > 0f)) || (flag4 || flag3))
            {
                s_PreviewTextureDirty = true;
                base.m_ParticleSystemUI.m_ParticleEffectUI.m_Owner.Repaint();
            }
            GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(false) };
            GUILayout.Label(s_Texts.previewTexture, this.previewTextureStyle, options);
            if (flag)
            {
                GUILayout.EndHorizontal();
            }
        }