UnityEditor.AvatarControl.AvatarControl C# (CSharp) Method

AvatarControl() static private method

static private AvatarControl ( ) : System
return System
        static AvatarControl()
        {
            int num = 0;
            *(s_BonePositions[num, 0]) = new Vector2(0f, 0.08f);
            *(s_BonePositions[num, 1]) = new Vector2(0.16f, 0.01f);
            *(s_BonePositions[num, 2]) = new Vector2(-0.16f, 0.01f);
            *(s_BonePositions[num, 3]) = new Vector2(0.21f, -0.4f);
            *(s_BonePositions[num, 4]) = new Vector2(-0.21f, -0.4f);
            *(s_BonePositions[num, 5]) = new Vector2(0.23f, -0.8f);
            *(s_BonePositions[num, 6]) = new Vector2(-0.23f, -0.8f);
            *(s_BonePositions[num, 7]) = new Vector2(0f, 0.25f);
            *(s_BonePositions[num, 8]) = new Vector2(0f, 0.43f);
            *(s_BonePositions[num, 9]) = new Vector2(0f, 0.66f);
            *(s_BonePositions[num, 10]) = new Vector2(0f, 0.76f);
            *(s_BonePositions[num, 11]) = new Vector2(0.14f, 0.6f);
            *(s_BonePositions[num, 12]) = new Vector2(-0.14f, 0.6f);
            *(s_BonePositions[num, 13]) = new Vector2(0.3f, 0.57f);
            *(s_BonePositions[num, 14]) = new Vector2(-0.3f, 0.57f);
            *(s_BonePositions[num, 15]) = new Vector2(0.48f, 0.3f);
            *(s_BonePositions[num, 0x10]) = new Vector2(-0.48f, 0.3f);
            *(s_BonePositions[num, 0x11]) = new Vector2(0.66f, 0.03f);
            *(s_BonePositions[num, 0x12]) = new Vector2(-0.66f, 0.03f);
            *(s_BonePositions[num, 0x13]) = new Vector2(0.25f, -0.89f);
            *(s_BonePositions[num, 20]) = new Vector2(-0.25f, -0.89f);
            num = 1;
            *(s_BonePositions[num, 9]) = new Vector2(-0.2f, -0.62f);
            *(s_BonePositions[num, 10]) = new Vector2(-0.15f, -0.3f);
            *(s_BonePositions[num, 0x15]) = new Vector2(0.63f, 0.16f);
            *(s_BonePositions[num, 0x16]) = new Vector2(0.15f, 0.16f);
            *(s_BonePositions[num, 0x17]) = new Vector2(0.45f, -0.4f);
            num = 2;
            *(s_BonePositions[num, 0x18]) = new Vector2(-0.35f, 0.11f);
            *(s_BonePositions[num, 0x1b]) = new Vector2(0.19f, 0.11f);
            *(s_BonePositions[num, 30]) = new Vector2(0.22f, 0f);
            *(s_BonePositions[num, 0x21]) = new Vector2(0.16f, -0.12f);
            *(s_BonePositions[num, 0x24]) = new Vector2(0.09f, -0.23f);
            *(s_BonePositions[num, 0x1a]) = new Vector2(-0.03f, 0.33f);
            *(s_BonePositions[num, 0x1d]) = new Vector2(0.65f, 0.16f);
            *(s_BonePositions[num, 0x20]) = new Vector2(0.74f, 0f);
            *(s_BonePositions[num, 0x23]) = new Vector2(0.66f, -0.14f);
            *(s_BonePositions[num, 0x26]) = new Vector2(0.45f, -0.25f);
            for (int i = 0; i < 5; i++)
            {
                *(s_BonePositions[num, 0x19 + (i * 3)]) = Vector2.Lerp(s_BonePositions[num, 0x18 + (i * 3)], s_BonePositions[num, 0x1a + (i * 3)], 0.58f);
            }
            num = 3;
            for (int j = 0; j < 15; j++)
            {
                *(s_BonePositions[num, (0x18 + j) + 15]) = Vector2.Scale(s_BonePositions[num - 1, 0x18 + j], new Vector2(-1f, 1f));
            }
        }