UnityEditor.CameraControllerStandard.HandleCameraMouseDrag C# (CSharp) Method

HandleCameraMouseDrag() private method

private HandleCameraMouseDrag ( CameraState cameraState, Camera cam ) : void
cameraState CameraState
cam UnityEngine.Camera
return void
        private void HandleCameraMouseDrag(CameraState cameraState, Camera cam)
        {
            Event current = Event.current;
            switch (this.m_CurrentViewTool)
            {
                case ViewTool.Orbit:
                    this.OrbitCameraBehavior(cameraState, cam);
                    break;

                case ViewTool.Pan:
                {
                    cameraState.FixNegativeSize();
                    Vector3 position = cam.WorldToScreenPoint(cameraState.pivot.value) + new Vector3(-Event.current.delta.x, Event.current.delta.y, 0f);
                    Vector3 vector7 = cam.ScreenToWorldPoint(position) - cameraState.pivot.value;
                    if (current.shift)
                    {
                        vector7 = (Vector3) (vector7 * 4f);
                    }
                    AnimVector3 pivot = cameraState.pivot;
                    pivot.value += vector7;
                    break;
                }
                case ViewTool.Zoom:
                {
                    float num = HandleUtility.niceMouseDeltaZoom * (!current.shift ? ((float) 3) : ((float) 9));
                    this.m_TotalMotion += num;
                    if (this.m_TotalMotion >= 0f)
                    {
                        cameraState.viewSize.value += (num * this.m_ZoomSpeed) * 0.003f;
                        break;
                    }
                    cameraState.viewSize.value = this.m_StartZoom * (1f + (this.m_TotalMotion * 0.001f));
                    break;
                }
                case ViewTool.FPS:
                {
                    Vector3 vector = cameraState.pivot.value - ((Vector3) ((cameraState.rotation.value * Vector3.forward) * cameraState.GetCameraDistance()));
                    Quaternion quaternion = cameraState.rotation.value;
                    quaternion = Quaternion.AngleAxis((current.delta.y * 0.003f) * 57.29578f, (Vector3) (quaternion * Vector3.right)) * quaternion;
                    quaternion = Quaternion.AngleAxis((current.delta.x * 0.003f) * 57.29578f, Vector3.up) * quaternion;
                    cameraState.rotation.value = quaternion;
                    cameraState.pivot.value = vector + ((Vector3) ((quaternion * Vector3.forward) * cameraState.GetCameraDistance()));
                    break;
                }
            }
            current.Use();
        }