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);
}
}