private Quaternion GetRefAlignment(Quaternion targetRotation, Quaternion ownRotation)
{
float negativeInfinity = float.NegativeInfinity;
Quaternion identity = Quaternion.identity;
for (int i = 0; i < s_Alignments.Length; i++)
{
float[] values = new float[] { Mathf.Abs(Vector3.Dot((Vector3) (targetRotation * Vector3.right), (Vector3) ((ownRotation * s_Alignments[i]) * Vector3.right))), Mathf.Abs(Vector3.Dot((Vector3) (targetRotation * Vector3.up), (Vector3) ((ownRotation * s_Alignments[i]) * Vector3.up))), Mathf.Abs(Vector3.Dot((Vector3) (targetRotation * Vector3.forward), (Vector3) ((ownRotation * s_Alignments[i]) * Vector3.forward))) };
float num3 = Mathf.Min(values);
if (num3 > negativeInfinity)
{
negativeInfinity = num3;
identity = s_Alignments[i];
}
}
return identity;
}