internal virtual bool IsEnabled()
{
UnityEngine.Object[] targets = this.targets;
int i = 0;
bool result;
while (i < targets.Length)
{
UnityEngine.Object @object = targets[i];
if ((@object.hideFlags & HideFlags.NotEditable) != HideFlags.None)
{
result = false;
}
else
{
if (!EditorUtility.IsPersistent(@object) || Editor.IsAppropriateFileOpenForEdit(@object))
{
i++;
continue;
}
result = false;
}
return(result);
}
result = true;
return(result);
}