UnityEditor.SkinnedMeshRendererEditor.OnEnable C# (CSharp) Method

OnEnable() public method

public OnEnable ( ) : void
return void
        public override void OnEnable()
        {
            base.OnEnable();
            this.m_CastShadows = base.serializedObject.FindProperty("m_CastShadows");
            this.m_ReceiveShadows = base.serializedObject.FindProperty("m_ReceiveShadows");
            this.m_MotionVectors = base.serializedObject.FindProperty("m_MotionVectors");
            this.m_Materials = base.serializedObject.FindProperty("m_Materials");
            this.m_BlendShapeWeights = base.serializedObject.FindProperty("m_BlendShapeWeights");
            this.m_AABB = base.serializedObject.FindProperty("m_AABB");
            this.m_DirtyAABB = base.serializedObject.FindProperty("m_DirtyAABB");
            this.m_BoxEditor.OnEnable();
            this.m_BoxEditor.SetAlwaysDisplayHandles(true);
            base.InitializeProbeFields();
            List<string> list = new List<string>();
            string[] collection = new string[] { "m_CastShadows", "m_ReceiveShadows", "m_MotionVectors", "m_Materials", "m_BlendShapeWeights", "m_AABB" };
            list.AddRange(collection);
            list.AddRange(RendererEditorBase.Probes.GetFieldsStringArray());
            this.m_ExcludedProperties = list.ToArray();
        }