UnityEditor.RendererModuleUI.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();
            }
            RenderMode intValue = (RenderMode) this.m_RenderMode.intValue;
            RenderMode mode2 = (RenderMode) ModuleUI.GUIPopup(s_Texts.renderMode, this.m_RenderMode, s_Texts.particleTypes);
            switch (mode2)
            {
                case RenderMode.Mesh:
                    EditorGUI.indentLevel++;
                    this.DoListOfMeshesGUI();
                    EditorGUI.indentLevel--;
                    if ((intValue != RenderMode.Mesh) && (this.m_Meshes[0].objectReferenceInstanceIDValue == 0))
                    {
                        this.m_Meshes[0].objectReferenceValue = Resources.GetBuiltinResource(typeof(Mesh), "Cube.fbx");
                    }
                    break;

                case RenderMode.Stretch3D:
                    EditorGUI.indentLevel++;
                    ModuleUI.GUIFloat(s_Texts.cameraSpeedScale, this.m_CameraVelocityScale);
                    ModuleUI.GUIFloat(s_Texts.speedScale, this.m_VelocityScale);
                    ModuleUI.GUIFloat(s_Texts.lengthScale, this.m_LengthScale);
                    EditorGUI.indentLevel--;
                    break;
            }
            if (mode2 != RenderMode.Mesh)
            {
                ModuleUI.GUIFloat(s_Texts.normalDirection, this.m_NormalDirection);
            }
            if (this.m_Material != null)
            {
                ModuleUI.GUIObject(s_Texts.material, this.m_Material);
            }
            ModuleUI.GUIPopup(s_Texts.sortMode, this.m_SortMode, s_Texts.sortTypes);
            ModuleUI.GUIFloat(s_Texts.sortingFudge, this.m_SortingFudge);
            ModuleUI.GUIPopup(s_Texts.castShadows, this.m_CastShadows, this.m_CastShadows.enumDisplayNames);
            ModuleUI.GUIToggle(s_Texts.receiveShadows, this.m_ReceiveShadows);
            ModuleUI.GUIFloat(s_Texts.maxParticleSize, this.m_MaxParticleSize);
            EditorGUILayout.Space();
            EditorGUILayout.SortingLayerField(s_Texts.sortingLayer, this.m_SortingLayerID, ParticleSystemStyles.Get().popup, ParticleSystemStyles.Get().label);
            ModuleUI.GUIInt(s_Texts.sortingOrder, this.m_SortingOrder);
            this.m_Probes.OnGUI(s.GetComponent<Renderer>(), true);
        }