UnityEditor.TriggerModuleUI.DoListOfCollisionShapesGUI C# (CSharp) Method

DoListOfCollisionShapesGUI() private method

private DoListOfCollisionShapesGUI ( ) : void
return void
        private void DoListOfCollisionShapesGUI()
        {
            int index = base.GUIListOfFloatObjectToggleFields(s_Texts.collisionShapes, this.m_ShownCollisionShapes, null, s_Texts.createCollisionShape, true, new GUILayoutOption[0]);
            if (index >= 0)
            {
                GameObject obj2 = CreateDefaultCollider("Collider " + (index + 1), base.m_ParticleSystemUI.m_ParticleSystem);
                obj2.transform.localPosition = new Vector3(0f, 0f, (float) (10 + index));
                this.m_ShownCollisionShapes[index].objectReferenceValue = obj2;
            }
            Rect position = GUILayoutUtility.GetRect((float) 0f, (float) 16f);
            position.x = (position.xMax - 24f) - 5f;
            position.width = 12f;
            if ((this.m_ShownCollisionShapes.Length > 1) && ModuleUI.MinusButton(position))
            {
                this.m_ShownCollisionShapes[this.m_ShownCollisionShapes.Length - 1].objectReferenceValue = null;
                List<SerializedProperty> list = new List<SerializedProperty>(this.m_ShownCollisionShapes);
                list.RemoveAt(list.Count - 1);
                this.m_ShownCollisionShapes = list.ToArray();
            }
            if (this.m_ShownCollisionShapes.Length < 6)
            {
                position.x += 17f;
                if (ModuleUI.PlusButton(position))
                {
                    List<SerializedProperty> list2 = new List<SerializedProperty>(this.m_ShownCollisionShapes);
                    list2.Add(this.m_CollisionShapes[list2.Count]);
                    this.m_ShownCollisionShapes = list2.ToArray();
                }
            }
        }