UnityEditor.Graphs.AnimationStateMachine.TransitionEditionContext.BuildNames C# (CSharp) Method

BuildNames() private method

private BuildNames ( ) : void
return void
        private void BuildNames()
        {
            if (this.sourceState != null)
            {
                this.m_DisplayName = this.transition.GetDisplayName(this.sourceState);
            }
            else if (this.sourceStateMachine != null)
            {
                this.m_DisplayName = this.transition.GetDisplayName(this.sourceStateMachine);
            }
            else if (this.transition != null)
            {
                this.m_DisplayName = this.transition.GetDisplayName(null);
            }
            else
            {
                this.m_DisplayName = "To Default State";
            }
            this.m_FullName = "";
            if (((AnimatorControllerTool.tool != null) && (AnimatorControllerTool.tool.stateMachineGraph != null)) && ((AnimatorControllerTool.tool.stateMachineGraph.rootStateMachine != null) && (this.transition != null)))
            {
                string source = !this.isAnyStateTransition ? "" : "AnyState";
                string destination = "";
                UnityEditor.Graphs.AnimationStateMachine.Graph stateMachineGraph = AnimatorControllerTool.tool.stateMachineGraph;
                if (this.sourceState != null)
                {
                    source = stateMachineGraph.GetStatePath(this.sourceState);
                }
                else if (this.sourceStateMachine != null)
                {
                    source = stateMachineGraph.GetStateMachinePath(this.sourceStateMachine);
                }
                if (this.transition.destinationState != null)
                {
                    destination = destination + stateMachineGraph.GetStatePath(this.transition.destinationState);
                }
                else if (this.transition.destinationStateMachine != null)
                {
                    destination = destination + stateMachineGraph.GetStateMachinePath(this.transition.destinationStateMachine);
                }
                this.m_FullName = AnimatorTransitionBase.BuildTransitionName(source, destination);
            }
        }