UnityEditor.PolygonEditorUtility.DrawEdgesForSelectedPoint C# (CSharp) Méthode

DrawEdgesForSelectedPoint() private méthode

private DrawEdgesForSelectedPoint ( Vector3 worldPos, Transform transform, bool leftIntersect, bool rightIntersect, bool loop ) : void
worldPos Vector3
transform UnityEngine.Transform
leftIntersect bool
rightIntersect bool
loop bool
Résultat void
        private void DrawEdgesForSelectedPoint(Vector3 worldPos, Transform transform, bool leftIntersect, bool rightIntersect, bool loop)
        {
            Vector2 vector2;
            Vector2 vector3;
            bool flag = true;
            bool flag2 = true;
            int pointCount = PolygonEditor.GetPointCount(this.m_SelectedPath);
            int pointIndex = this.m_SelectedVertex - 1;
            if (pointIndex == -1)
            {
                pointIndex = pointCount - 1;
                flag = loop;
            }
            int num3 = this.m_SelectedVertex + 1;
            if (num3 == pointCount)
            {
                num3 = 0;
                flag2 = loop;
            }
            Vector2 offset = this.m_ActiveCollider.offset;
            PolygonEditor.GetPoint(this.m_SelectedPath, pointIndex, out vector2);
            PolygonEditor.GetPoint(this.m_SelectedPath, num3, out vector3);
            vector2 += offset;
            vector3 += offset;
            Vector3 vector4 = transform.TransformPoint((Vector3) vector2);
            Vector3 vector5 = transform.TransformPoint((Vector3) vector3);
            vector4.z = vector5.z = worldPos.z;
            float width = 4f;
            if (flag)
            {
                Handles.color = (!leftIntersect && !this.m_DeleteMode) ? Color.green : Color.red;
                Vector3[] points = new Vector3[] { worldPos, vector4 };
                Handles.DrawAAPolyLine(width, points);
            }
            if (flag2)
            {
                Handles.color = (!rightIntersect && !this.m_DeleteMode) ? Color.green : Color.red;
                Vector3[] vectorArray2 = new Vector3[] { worldPos, vector5 };
                Handles.DrawAAPolyLine(width, vectorArray2);
            }
            Handles.color = Color.white;
        }