private void Init(Vector2 pos, List<InputData> data, OnSelectCallback callback) { Rect guiRect = new Rect(pos.x, pos.y - 16f, 16f, 16f); guiRect = GUIUtility.GUIToScreenRect(guiRect); if (<>f__am$cache0 == null) { <>f__am$cache0 = (lhs, rhs) => lhs.m_Name.CompareTo(rhs.m_Name);
internal static bool ShowAtPosition(Vector2 pos, List <InputData> data, OnSelectCallback callback) { // We could not use realtimeSinceStartUp since it is set to 0 when entering/exitting playmode, we assume an increasing time when comparing time. long nowMilliSeconds = System.DateTime.Now.Ticks / System.TimeSpan.TicksPerMillisecond; bool justClosed = nowMilliSeconds < s_LastClosedTime + 50; if (!justClosed) { Event.current.Use(); if (s_SceneHierarchySortingWindow == null) { s_SceneHierarchySortingWindow = CreateInstance <SceneHierarchySortingWindow>(); } s_SceneHierarchySortingWindow.Init(pos, data, callback); return(true); } return(false); }