UnityEditor.SubModuleUI.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();
            }
            List<Object> subEmitterProperties = this.GetSubEmitterProperties();
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.ExpandWidth(true) };
            GUILayout.Label("", ParticleSystemStyles.Get().label, options);
            GUILayoutOption[] optionArray2 = new GUILayoutOption[] { GUILayout.Width(120f) };
            GUILayout.Label(s_Texts.inherit, ParticleSystemStyles.Get().label, optionArray2);
            GUILayout.EndHorizontal();
            for (int i = 0; i < this.m_SubEmitters.arraySize; i++)
            {
                this.ShowSubEmitter(i);
            }
            List<Object> list2 = this.GetSubEmitterProperties();
            for (int j = 0; j < Mathf.Min(subEmitterProperties.Count, list2.Count); j++)
            {
                if (subEmitterProperties[j] != list2[j])
                {
                    if (this.m_CheckObjectIndex == -1)
                    {
                        EditorApplication.update = (EditorApplication.CallbackFunction) Delegate.Combine(EditorApplication.update, new EditorApplication.CallbackFunction(this.Update));
                    }
                    this.m_CheckObjectIndex = j;
                }
            }
        }