public static void DrawConnection(Color col, float mixLevel, float srcX, float srcY, float dstX, float dstY, float width)
{
if (Event.current.type == EventType.Repaint)
{
Vector3[] vectorArray;
HandleUtility.ApplyWireMaterial();
float num = dstX - srcX;
float num2 = dstY - srcY;
float num3 = width / Mathf.Sqrt((num * num) + (num2 * num2));
num *= num3;
num2 *= num3;
float num4 = 2f;
float num5 = 1.2f;
vectorArray = new Vector3[] { new Vector3(dstX, dstY), new Vector3((dstX - (num4 * num)) + (num5 * num2), (dstY - (num4 * num2)) - (num5 * num)), new Vector3((dstX - (num4 * num)) - (num5 * num2), (dstY - (num4 * num2)) + (num5 * num)), vectorArray[0] };
Color color = new Color(col.r, col.g, col.b, (mixLevel * 0.3f) + 0.3f);
Shader.SetGlobalColor("_HandleColor", color);
GL.Begin(4);
GL.Color(color);
GL.Vertex(vectorArray[0]);
GL.Vertex(vectorArray[1]);
GL.Vertex(vectorArray[2]);
GL.End();
Color[] colors = new Color[] { color, color, color, color };
Handles.DrawAAPolyLine(width, colors, vectorArray);
Color[] colorArray2 = new Color[] { new Color(col.r, col.g, col.b, mixLevel), new Color(col.r, col.g, col.b, mixLevel) };
Vector3[] points = new Vector3[] { new Vector3(srcX, srcY, 0f), new Vector3(dstX, dstY, 0f) };
Handles.DrawAAPolyLine(width, colorArray2, points);
}
}