UnityEditor.RotationByVelocityModuleUI.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();
            }
            EditorGUI.BeginChangeCheck();
            bool flag = ModuleUI.GUIToggle(s_Texts.separateAxes, this.m_SeparateAxes, new GUILayoutOption[0]);
            if (EditorGUI.EndChangeCheck())
            {
                if (flag)
                {
                    this.m_Z.RemoveCurveFromEditor();
                }
                else
                {
                    this.m_X.RemoveCurveFromEditor();
                    this.m_Y.RemoveCurveFromEditor();
                    this.m_Z.RemoveCurveFromEditor();
                }
            }
            MinMaxCurveState state = this.m_Z.state;
            this.m_Y.state = state;
            this.m_X.state = state;
            MinMaxCurveState state2 = this.m_Z.state;
            if (flag)
            {
                this.m_Z.m_DisplayName = s_Texts.z;
                base.GUITripleMinMaxCurve(GUIContent.none, s_Texts.x, this.m_X, s_Texts.y, this.m_Y, s_Texts.z, this.m_Z, null, new GUILayoutOption[0]);
            }
            else
            {
                this.m_Z.m_DisplayName = s_Texts.rotation;
                ModuleUI.GUIMinMaxCurve(s_Texts.rotation, this.m_Z, new GUILayoutOption[0]);
            }
            using (new EditorGUI.DisabledScope((state2 == MinMaxCurveState.k_Scalar) || (state2 == MinMaxCurveState.k_TwoScalars)))
            {
                ModuleUI.GUIMinMaxRange(s_Texts.velocityRange, this.m_Range, new GUILayoutOption[0]);
            }
        }