public void OnSceneGUI()
{
if (this.editing && (Selection.gameObjects.Length <= 1))
{
s_SelectionColor = GUI.skin.settings.selectionColor;
if (Event.current.type == EventType.Repaint)
{
this.DrawVertices();
}
Event current = Event.current;
if (current.commandName == "SelectAll")
{
if (current.type == EventType.ValidateCommand)
{
current.Use();
}
if (current.type == EventType.ExecuteCommand)
{
int length = this.cloth.vertices.Length;
for (int i = 0; i < length; i++)
{
this.m_Selection[i] = true;
}
this.SetupSelectedMeshColors();
SceneView.RepaintAll();
this.state.ToolMode = ToolMode.Select;
current.Use();
}
}
Handles.BeginGUI();
if ((this.m_RectSelecting && (this.state.ToolMode == ToolMode.Select)) && (Event.current.type == EventType.Repaint))
{
EditorStyles.selectionRect.Draw(EditorGUIExt.FromToRect(this.m_SelectStartPoint, this.m_SelectMousePoint), GUIContent.none, false, false, false, false);
}
Handles.EndGUI();
SceneViewOverlay.Window(new GUIContent("Cloth Constraints"), new SceneViewOverlay.WindowFunction(this.VertexEditing), 0, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget);
}
}