UnityEditor.TextureImporterInspector.Styles.Styles C# (CSharp) Method

Styles() public method

public Styles ( ) : System
return System
            public Styles()
            {
                int[] numArray1 = new int[3];
                numArray1[1] = 1;
                numArray1[2] = 2;
                this.cubemapConvolutionValues = numArray1;
                this.seamlessCubemap = EditorGUIUtility.TextContent("Fixup Edge Seams|Enable if this texture is used for glossy reflections.");
                this.textureFormat = EditorGUIUtility.TextContent("Format");
                this.defaultPlatform = EditorGUIUtility.TextContent("Default");
                this.mipmapFadeOutToggle = EditorGUIUtility.TextContent("Fadeout Mip Maps");
                this.mipmapFadeOut = EditorGUIUtility.TextContent("Fade Range");
                this.readWrite = EditorGUIUtility.TextContent("Read/Write Enabled|Enable to be able to access the raw pixel data from code.");
                this.alphaSource = EditorGUIUtility.TextContent("Alpha Source|How is the alpha generated for the imported texture.");
                this.alphaSourceOptions = new GUIContent[] { EditorGUIUtility.TextContent("None|No Alpha will be used."), EditorGUIUtility.TextContent("Input Texture Alpha|Use Alpha from the input texture if one is provided."), EditorGUIUtility.TextContent("From Gray Scale|Generate Alpha from image gray scale.") };
                int[] numArray4 = new int[3];
                numArray4[1] = 1;
                numArray4[2] = 2;
                this.alphaSourceValues = numArray4;
                this.generateMipMaps = EditorGUIUtility.TextContent("Generate Mip Maps");
                this.sRGBTexture = EditorGUIUtility.TextContent("sRGB (Color Texture)|Texture content is stored in gamma space. Non-HDR color textures should enable this flag (except if used for IMGUI).");
                this.borderMipMaps = EditorGUIUtility.TextContent("Border Mip Maps");
                this.mipMapFilter = EditorGUIUtility.TextContent("Mip Map Filtering");
                this.mipMapFilterOptions = new GUIContent[] { EditorGUIUtility.TextContent("Box"), EditorGUIUtility.TextContent("Kaiser") };
                this.npot = EditorGUIUtility.TextContent("Non Power of 2|How non-power-of-two textures are scaled on import.");
                this.generateCubemap = EditorGUIUtility.TextContent("Generate Cubemap");
                this.compressionQuality = EditorGUIUtility.TextContent("Compressor Quality");
                this.compressionQualitySlider = EditorGUIUtility.TextContent("Compressor Quality|Use the slider to adjust compression quality from 0 (Fastest) to 100 (Best)");
                this.mobileCompressionQualityOptions = new GUIContent[] { EditorGUIUtility.TextContent("Fast"), EditorGUIUtility.TextContent("Normal"), EditorGUIUtility.TextContent("Best") };
                this.spriteMode = EditorGUIUtility.TextContent("Sprite Mode");
                this.spriteModeOptions = new GUIContent[] { EditorGUIUtility.TextContent("Single"), EditorGUIUtility.TextContent("Multiple"), EditorGUIUtility.TextContent("Polygon") };
                this.spriteMeshTypeOptions = new GUIContent[] { EditorGUIUtility.TextContent("Full Rect"), EditorGUIUtility.TextContent("Tight") };
                this.spritePackingTag = EditorGUIUtility.TextContent("Packing Tag|Tag for the Sprite Packing system.");
                this.spritePixelsPerUnit = EditorGUIUtility.TextContent("Pixels Per Unit|How many pixels in the sprite correspond to one unit in the world.");
                this.spriteExtrude = EditorGUIUtility.TextContent("Extrude Edges|How much empty area to leave around the sprite in the generated mesh.");
                this.spriteMeshType = EditorGUIUtility.TextContent("Mesh Type|Type of sprite mesh to generate.");
                this.spriteAlignment = EditorGUIUtility.TextContent("Pivot|Sprite pivot point in its localspace. May be used for syncing animation frames of different sizes.");
                this.spriteAlignmentOptions = new GUIContent[] { EditorGUIUtility.TextContent("Center"), EditorGUIUtility.TextContent("Top Left"), EditorGUIUtility.TextContent("Top"), EditorGUIUtility.TextContent("Top Right"), EditorGUIUtility.TextContent("Left"), EditorGUIUtility.TextContent("Right"), EditorGUIUtility.TextContent("Bottom Left"), EditorGUIUtility.TextContent("Bottom"), EditorGUIUtility.TextContent("Bottom Right"), EditorGUIUtility.TextContent("Custom") };
                this.alphaIsTransparency = EditorGUIUtility.TextContent("Alpha Is Transparency|If the provided alpha channel is transparency, enable this to pre-filter the color to avoid texture filtering artifacts. This is not supported for HDR textures.");
                this.etc1Compression = EditorGUIUtility.TextContent("Compress using ETC1 (split alpha channel)|Alpha for this texture will be preserved by splitting the alpha channel to another texture, and both resulting textures will be compressed using ETC1.");
                this.crunchedCompression = EditorGUIUtility.TextContent("Use Crunch Compression|Texture is crunch-compressed to save space on disk when applicable.");
                this.showAdvanced = EditorGUIUtility.TextContent("Advanced|Show advanced settings.");
                GUIContent[] contentArray = new GUIContent[] { this.textureShape2D };
                GUIContent[] contentArray2 = new GUIContent[] { this.textureShapeCube };
                GUIContent[] contentArray3 = new GUIContent[] { this.textureShape2D, this.textureShapeCube };
                this.textureShapeOptionsDictionnary.Add(TextureImporterShape.Texture2D, contentArray);
                this.textureShapeOptionsDictionnary.Add(TextureImporterShape.TextureCube, contentArray2);
                this.textureShapeOptionsDictionnary.Add(TextureImporterShape.TextureCube | TextureImporterShape.Texture2D, contentArray3);
                int[] numArray = new int[] { 1 };
                int[] numArray2 = new int[] { 2 };
                int[] numArray3 = new int[] { 1, 2 };
                this.textureShapeValuesDictionnary.Add(TextureImporterShape.Texture2D, numArray);
                this.textureShapeValuesDictionnary.Add(TextureImporterShape.TextureCube, numArray2);
                this.textureShapeValuesDictionnary.Add(TextureImporterShape.TextureCube | TextureImporterShape.Texture2D, numArray3);
            }
        }
TextureImporterInspector.Styles