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;
}
}