UnityEngine.Networking.NetworkTransformVisualizer.DrawRotationInterpolation C# (CSharp) Method

DrawRotationInterpolation() private method

private DrawRotationInterpolation ( ) : void
return void
        private void DrawRotationInterpolation()
        {
            Quaternion identity = Quaternion.identity;
            if (this.m_NetworkTransform.rigidbody3D != null)
            {
                identity = this.m_NetworkTransform.targetSyncRotation3D;
            }
            if (this.m_NetworkTransform.rigidbody2D != null)
            {
                identity = Quaternion.Euler(0f, 0f, this.m_NetworkTransform.targetSyncRotation2D);
            }
            if (identity != Quaternion.identity)
            {
                GL.Begin(1);
                GL.Color(Color.yellow);
                GL.Vertex3(base.transform.position.x, base.transform.position.y, base.transform.position.z);
                Vector3 vector4 = base.transform.position + base.transform.right;
                GL.Vertex3(vector4.x, vector4.y, vector4.z);
                GL.End();
                GL.Begin(1);
                GL.Color(Color.green);
                GL.Vertex3(base.transform.position.x, base.transform.position.y, base.transform.position.z);
                Vector3 vector8 = (Vector3) (identity * Vector3.right);
                Vector3 vector9 = base.transform.position + vector8;
                GL.Vertex3(vector9.x, vector9.y, vector9.z);
                GL.End();
            }
        }