UnityEditor.Rigidbody2DEditor.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ) : void
return void
        public override void OnInspectorGUI()
        {
            Rigidbody2D target = base.target as Rigidbody2D;
            base.serializedObject.Update();
            EditorGUILayout.PropertyField(this.m_BodyType, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Material, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Simulated, new GUILayoutOption[0]);
            if (this.m_BodyType.hasMultipleDifferentValues)
            {
                EditorGUILayout.HelpBox("Cannot edit properties that are body type specific when the selection contains different body types.", MessageType.Info);
            }
            else
            {
                this.m_ShowIsStatic.target = target.bodyType != RigidbodyType2D.Static;
                if (EditorGUILayout.BeginFadeGroup(this.m_ShowIsStatic.faded))
                {
                    this.m_ShowIsKinematic.target = target.bodyType != RigidbodyType2D.Kinematic;
                    if (EditorGUILayout.BeginFadeGroup(this.m_ShowIsKinematic.faded))
                    {
                        EditorGUILayout.PropertyField(this.m_UseAutoMass, new GUILayoutOption[0]);
                        EditorGUI.BeginDisabledGroup(target.useAutoMass);
                        EditorGUILayout.PropertyField(this.m_Mass, new GUILayoutOption[0]);
                        EditorGUI.EndDisabledGroup();
                        EditorGUILayout.PropertyField(this.m_LinearDrag, new GUILayoutOption[0]);
                        EditorGUILayout.PropertyField(this.m_AngularDrag, new GUILayoutOption[0]);
                        EditorGUILayout.PropertyField(this.m_GravityScale, new GUILayoutOption[0]);
                    }
                    FixedEndFadeGroup(this.m_ShowIsKinematic.faded);
                    if (!this.m_ShowIsKinematic.target)
                    {
                        EditorGUILayout.PropertyField(this.m_UseFullKinematicContacts, new GUILayoutOption[0]);
                    }
                    EditorGUILayout.PropertyField(this.m_CollisionDetection, new GUILayoutOption[0]);
                    EditorGUILayout.PropertyField(this.m_SleepingMode, new GUILayoutOption[0]);
                    EditorGUILayout.PropertyField(this.m_Interpolate, new GUILayoutOption[0]);
                    GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                    this.m_Constraints.isExpanded = EditorGUILayout.Foldout(this.m_Constraints.isExpanded, "Constraints", true);
                    GUILayout.EndHorizontal();
                    RigidbodyConstraints2D intValue = (RigidbodyConstraints2D) this.m_Constraints.intValue;
                    if (this.m_Constraints.isExpanded)
                    {
                        EditorGUI.indentLevel++;
                        this.ToggleFreezePosition(intValue, m_FreezePositionLabel, 0, 1);
                        this.ToggleFreezeRotation(intValue, m_FreezeRotationLabel, 2);
                        EditorGUI.indentLevel--;
                    }
                    if (intValue == RigidbodyConstraints2D.FreezeAll)
                    {
                        EditorGUILayout.HelpBox("Rather than turning on all constraints, you may want to consider removing the Rigidbody2D component which makes any colliders static.  This gives far better performance overall.", MessageType.Info);
                    }
                }
                FixedEndFadeGroup(this.m_ShowIsStatic.faded);
            }
            base.serializedObject.ApplyModifiedProperties();
            this.ShowBodyInfoProperties();
        }