UnityEditor.ClothInspector.DrawVertices C# (CSharp) Method

DrawVertices() private method

private DrawVertices ( ) : void
return void
        private void DrawVertices()
        {
            if (this.SelectionMeshDirty())
            {
                this.GenerateSelectionMesh();
            }
            if (this.state.ToolMode == ToolMode.Select)
            {
                for (int j = 0; j < s_SelectedMaterial.passCount; j++)
                {
                    s_SelectedMaterial.SetPass(j);
                    foreach (Mesh mesh in this.m_SelectedMesh)
                    {
                        Graphics.DrawMeshNow(mesh, Matrix4x4.identity);
                    }
                }
            }
            Material material = !this.state.ManipulateBackfaces ? s_SelectionMaterial : s_SelectionMaterialBackfaces;
            for (int i = 0; i < material.passCount; i++)
            {
                material.SetPass(i);
                foreach (Mesh mesh2 in this.m_SelectionMesh)
                {
                    Graphics.DrawMeshNow(mesh2, Matrix4x4.identity);
                }
            }
            if (this.m_MouseOver != -1)
            {
                Matrix4x4 matrix = Matrix4x4.TRS(this.m_LastVertices[this.m_MouseOver], Quaternion.identity, (Vector3) (Vector3.one * 1.2f));
                if (this.state.ToolMode == ToolMode.Select)
                {
                    material = s_SelectedMaterial;
                    material.color = new Color(s_SelectionColor.r, s_SelectionColor.g, s_SelectionColor.b, 0.5f);
                }
                else
                {
                    int index = this.m_MouseOver / s_MaxVertices;
                    int num6 = this.m_MouseOver - (s_MaxVertices * index);
                    material.color = this.m_SelectionMesh[index].colors[num6];
                }
                for (int k = 0; k < material.passCount; k++)
                {
                    material.SetPass(k);
                    Graphics.DrawMeshNow(this.m_VertexMeshSelected, matrix);
                }
                material.color = Color.white;
            }
        }