UnityEditor.FrameDebuggerWindow.DrawCurrentEvent C# (CSharp) Méthode

DrawCurrentEvent() private méthode

private DrawCurrentEvent ( Rect rect, FrameDebuggerEvent descs ) : void
rect UnityEngine.Rect
descs UnityEditorInternal.FrameDebuggerEvent
Résultat void
        private void DrawCurrentEvent(Rect rect, FrameDebuggerEvent[] descs)
        {
            int index = FrameDebuggerUtility.limit - 1;
            if ((index >= 0) && (index < descs.Length))
            {
                GUILayout.BeginArea(rect);
                FrameDebuggerEvent cur = descs[index];
                this.DrawRenderTargetControls(cur);
                GUILayout.Label(string.Format("Event #{0}: {1}", index + 1, s_FrameEventTypeNames[(int) cur.type]), EditorStyles.boldLabel, new GUILayoutOption[0]);
                if ((cur.vertexCount > 0) || (cur.indexCount > 0))
                {
                    int frameEventShaderID = FrameDebuggerUtility.GetFrameEventShaderID(index);
                    if (frameEventShaderID != 0)
                    {
                        Shader shader = EditorUtility.InstanceIDToObject(frameEventShaderID) as Shader;
                        if (shader != null)
                        {
                            int frameEventShaderPassIndex = FrameDebuggerUtility.GetFrameEventShaderPassIndex(index);
                            GUILayout.BeginHorizontal(new GUILayoutOption[0]);
                            object[] objArray1 = new object[] { "Shader: ", shader.name, " pass #", frameEventShaderPassIndex };
                            GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.ExpandWidth(false) };
                            if (GUILayout.Button(string.Concat(objArray1), GUI.skin.label, options))
                            {
                                EditorGUIUtility.PingObject(shader);
                                Event.current.Use();
                            }
                            GUILayout.Label(FrameDebuggerUtility.GetFrameEventShaderKeywords(index), EditorStyles.miniLabel, new GUILayoutOption[0]);
                            GUILayout.EndHorizontal();
                            this.DrawStates();
                        }
                    }
                    if (!this.DrawEventMesh(index, cur))
                    {
                        GUILayout.Label("Vertices: " + cur.vertexCount, new GUILayoutOption[0]);
                        GUILayout.Label("Indices: " + cur.indexCount, new GUILayoutOption[0]);
                    }
                }
                GUILayout.EndArea();
            }
        }