UnityEditor.ClothInspector.VertexEditing C# (CSharp) Méthode

VertexEditing() private méthode

private VertexEditing ( Object unused, SceneView sceneView ) : void
unused Object
sceneView SceneView
Résultat void
        private void VertexEditing(Object unused, SceneView sceneView)
        {
            GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.Width(300f) };
            GUILayout.BeginVertical(options);
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            GUILayoutOption[] optionArray2 = new GUILayoutOption[] { GUILayout.ExpandWidth(false) };
            GUILayout.Label("Visualization: ", optionArray2);
            GUILayout.BeginVertical(new GUILayoutOption[0]);
            if (EditorGUILayout.ButtonMouseDown(this.GetModeString(this.drawMode), FocusType.Passive, EditorStyles.toolbarDropDown, new GUILayoutOption[0]))
            {
                Rect last = GUILayoutUtility.topLevel.GetLast();
                GenericMenu menu = new GenericMenu();
                menu.AddItem(this.GetModeString(DrawMode.MaxDistance), this.drawMode == DrawMode.MaxDistance, new GenericMenu.MenuFunction(this.VisualizationMenuSetMaxDistanceMode));
                menu.AddItem(this.GetModeString(DrawMode.CollisionSphereDistance), this.drawMode == DrawMode.CollisionSphereDistance, new GenericMenu.MenuFunction(this.VisualizationMenuSetCollisionSphereMode));
                menu.AddSeparator("");
                menu.AddItem(new GUIContent("Manipulate Backfaces"), this.state.ManipulateBackfaces, new GenericMenu.MenuFunction(this.VisualizationMenuToggleManipulateBackfaces));
                menu.DropDown(last);
            }
            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
            GUILayoutOption[] optionArray3 = new GUILayoutOption[] { GUILayout.ExpandWidth(false) };
            GUILayout.Label(this.m_MinVisualizedValue[(int) this.drawMode].ToString(), optionArray3);
            this.DrawColorBox(s_ColorTexture, Color.clear);
            GUILayoutOption[] optionArray4 = new GUILayoutOption[] { GUILayout.ExpandWidth(false) };
            GUILayout.Label(this.m_MaxVisualizedValue[(int) this.drawMode].ToString(), optionArray4);
            GUILayout.Label("Unconstrained:", new GUILayoutOption[0]);
            GUILayout.Space(-24f);
            GUILayoutOption[] optionArray5 = new GUILayoutOption[] { GUILayout.Width(20f) };
            GUILayout.BeginHorizontal(optionArray5);
            this.DrawColorBox(null, Color.black);
            GUILayout.EndHorizontal();
            GUILayout.EndHorizontal();
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            GUILayout.BeginVertical("Box", new GUILayoutOption[0]);
            if (Tools.current != Tool.None)
            {
                this.state.ToolMode = ~ToolMode.Select;
            }
            ToolMode toolMode = this.state.ToolMode;
            this.state.ToolMode = (ToolMode) GUILayout.Toolbar((int) this.state.ToolMode, s_ToolIcons, new GUILayoutOption[0]);
            if (this.state.ToolMode != toolMode)
            {
                GUIUtility.keyboardControl = 0;
                SceneView.RepaintAll();
                this.SetupSelectionMeshColors();
                this.SetupSelectedMeshColors();
            }
            switch (this.state.ToolMode)
            {
                case ToolMode.Select:
                    Tools.current = Tool.None;
                    this.SelectionGUI();
                    break;

                case ToolMode.Paint:
                    Tools.current = Tool.None;
                    this.PaintGUI();
                    break;
            }
            GUILayout.EndVertical();
            if (!this.IsConstrained())
            {
                EditorGUILayout.HelpBox("No constraints have been set up, so the cloth will move freely. Set up vertex constraints here to restrict it.", MessageType.Info);
            }
            GUILayout.EndVertical();
            GUILayout.Space(-4f);
        }