#if UNITY_EDITOR using System; using UnityEditor; namespace UnityEngine.Rendering.Universal { [Serializable] internal class Light2DProviderSource : Provider2DSource { public override void SetSourceType(SerializedObject serializedObject) { serializedObject.Update(); SerializedProperty lightType = serializedObject.FindProperty("m_LightType"); SerializedProperty provider = serializedObject.FindProperty("m_Light2DProvider"); // If m_Provider is not null, it's a custom provider, so set light type to Provider (5) // Otherwise it's a built-in type, use m_SourceType if (m_Provider != null) { lightType.intValue = (int)Light2D.LightType.Provider; } else { lightType.intValue = m_SourceType; } provider.boxedValue = m_Provider; if (m_Provider != null) m_Provider.OnSelected(); serializedObject.ApplyModifiedProperties(); } } } #endif