UnityEditor.RendererModuleUI.Init C# (CSharp) Method

Init() protected method

protected Init ( ) : void
return void
        protected override void Init()
        {
            if (this.m_CastShadows == null)
            {
                this.m_CastShadows = base.GetProperty0("m_CastShadows");
                this.m_ReceiveShadows = base.GetProperty0("m_ReceiveShadows");
                this.m_Material = base.GetProperty0("m_Materials.Array.data[0]");
                this.m_SortingOrder = base.GetProperty0("m_SortingOrder");
                this.m_SortingLayerID = base.GetProperty0("m_SortingLayerID");
                this.m_RenderMode = base.GetProperty0("m_RenderMode");
                this.m_MaxParticleSize = base.GetProperty0("m_MaxParticleSize");
                this.m_CameraVelocityScale = base.GetProperty0("m_CameraVelocityScale");
                this.m_VelocityScale = base.GetProperty0("m_VelocityScale");
                this.m_LengthScale = base.GetProperty0("m_LengthScale");
                this.m_SortingFudge = base.GetProperty0("m_SortingFudge");
                this.m_SortMode = base.GetProperty0("m_SortMode");
                this.m_NormalDirection = base.GetProperty0("m_NormalDirection");
                this.m_Probes = new RendererEditorBase.Probes();
                this.m_Probes.Initialize(base.serializedObject, false);
                this.m_Meshes[0] = base.GetProperty0("m_Mesh");
                this.m_Meshes[1] = base.GetProperty0("m_Mesh1");
                this.m_Meshes[2] = base.GetProperty0("m_Mesh2");
                this.m_Meshes[3] = base.GetProperty0("m_Mesh3");
                List<SerializedProperty> list = new List<SerializedProperty>();
                for (int i = 0; i < this.m_Meshes.Length; i++)
                {
                    if ((i == 0) || (this.m_Meshes[i].objectReferenceValue != null))
                    {
                        list.Add(this.m_Meshes[i]);
                    }
                }
                this.m_ShownMeshes = list.ToArray();
            }
        }