UnityEditor.SceneView.CreateSceneCameraAndLights C# (CSharp) Method

CreateSceneCameraAndLights() private method

private CreateSceneCameraAndLights ( ) : void
return void
        private void CreateSceneCameraAndLights()
        {
            Type[] components = new Type[] { typeof(Camera) };
            GameObject obj2 = EditorUtility.CreateGameObjectWithHideFlags("SceneCamera", HideFlags.HideAndDontSave, components);
            obj2.AddComponentInternal("FlareLayer");
            obj2.AddComponentInternal("HaloLayer");
            this.m_Camera = obj2.GetComponent<Camera>();
            this.m_Camera.enabled = false;
            this.m_Camera.cameraType = CameraType.SceneView;
            for (int i = 0; i < 3; i++)
            {
                Type[] typeArray2 = new Type[] { typeof(Light) };
                this.m_Light[i] = EditorUtility.CreateGameObjectWithHideFlags("SceneLight", HideFlags.HideAndDontSave, typeArray2).GetComponent<Light>();
                this.m_Light[i].type = LightType.Directional;
                this.m_Light[i].intensity = 1f;
                this.m_Light[i].enabled = false;
            }
            this.m_Light[0].color = kSceneViewFrontLight;
            this.m_Light[1].color = kSceneViewUpLight - kSceneViewMidLight;
            this.m_Light[1].transform.LookAt(Vector3.down);
            this.m_Light[1].renderMode = LightRenderMode.ForceVertex;
            this.m_Light[2].color = kSceneViewDownLight - kSceneViewMidLight;
            this.m_Light[2].transform.LookAt(Vector3.up);
            this.m_Light[2].renderMode = LightRenderMode.ForceVertex;
            HandleUtility.handleMaterial.SetColor("_SkyColor", (Color) (kSceneViewUpLight * 1.5f));
            HandleUtility.handleMaterial.SetColor("_GroundColor", (Color) (kSceneViewDownLight * 1.5f));
            HandleUtility.handleMaterial.SetColor("_Color", (Color) (kSceneViewFrontLight * 1.5f));
        }