UnityEditor.ShaderForgeInspector.OnInspectorGUI C# (CSharp) Method

OnInspectorGUI() public method

public OnInspectorGUI ( ) : void
return void
		public override void OnInspectorGUI() {
			GUI.enabled = true;
			Shader shader = base.target as Shader;
			
			
			if(!SF_Tools.CanRunShaderForge()){
				SF_Tools.UnityOutOfDateGUI();
				return;
			}

			//EditorGUILayout.InspectorTitlebar( false, base.target );


			if( hasShaderForgeData ) {
				if( GUILayout.Button( "Open in Shader Forge" ) ) {
					if(Event.current.rawType != EventType.mouseDown)
						SF_Editor.Init( shader );
				}
			} else {
				GUILayout.BeginHorizontal();
				{
					//GUILayout.Label(SF_Styles.IconWarningSmall,GUILayout.Width(18),GUILayout.Height(18));
					GUI.color = Color.gray;
					GUILayout.Label( "No Shader Forge data found!", EditorStyles.miniLabel );
					GUI.color = Color.white;
				}
				GUILayout.EndHorizontal();
				//GUILayout.Label( "Opening this will clear the shader", EditorStyles.miniLabel );
				//GUI.color = new Color( 1f, 0.8f, 0.8f );
				if( GUILayout.Button( new GUIContent( "Replace with Shader Forge shader", SF_Styles.IconWarningSmall, "This will erase any existing shader code" ), hasShaderForgeData ? "Button" : "MiniButton" ) ) {
					if( SF_GUI.AcceptedNewShaderReplaceDialog() ) {
						SF_Editor.Init( shader );
						SF_Editor.instance.ps.fChecker.UpdateAvailability();
						SF_Editor.instance.OnShaderModified( NodeUpdateType.Hard );
					}
					
				}
				//GUI.color = Color.white;
				
			}
			


			if( SF_Tools.advancedInspector ) {
				GUILayout.BeginHorizontal();
				{
					GUIStyle btnStyle = hasShaderForgeData ? "MiniButton" : "Button";
					if( GUILayout.Button( "Open shader code", btnStyle ) ) {
						UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal( AssetDatabase.GetAssetPath( shader ), 1 );
					}
					//if( GUILayout.Button( "Open compiled", btnStyle ) ) {
					//	OpenCompiledShader( shader );
					//}
				}
				GUILayout.EndHorizontal();
			}

			DrawUnitysInspector();

		}