UnityEditor.ClothInspector.SetupSelectionMeshColors C# (CSharp) Method

SetupSelectionMeshColors() private method

private SetupSelectionMeshColors ( ) : void
return void
        private void SetupSelectionMeshColors()
        {
            ClothSkinningCoefficient[] coefficients = this.cloth.coefficients;
            int length = coefficients.Length;
            Color[] colors = new Color[length * this.m_MeshVerticesPerSelectionVertex];
            float num2 = 0f;
            float num3 = 0f;
            for (int i = 0; i < coefficients.Length; i++)
            {
                float coefficient = this.GetCoefficient(coefficients[i]);
                if (coefficient < float.MaxValue)
                {
                    if (coefficient < num2)
                    {
                        num2 = coefficient;
                    }
                    if (coefficient > num3)
                    {
                        num3 = coefficient;
                    }
                }
            }
            for (int j = 0; j < length; j++)
            {
                Color black;
                float val = this.GetCoefficient(coefficients[j]);
                if (val >= float.MaxValue)
                {
                    black = Color.black;
                }
                else
                {
                    if ((num3 - num2) != 0f)
                    {
                        val = (val - num2) / (num3 - num2);
                    }
                    else
                    {
                        val = 0f;
                    }
                    black = this.GetGradientColor(val);
                }
                for (int k = 0; k < this.m_MeshVerticesPerSelectionVertex; k++)
                {
                    colors[(j * this.m_MeshVerticesPerSelectionVertex) + k] = black;
                }
            }
            this.m_MaxVisualizedValue[(int) this.drawMode] = num3;
            this.m_MinVisualizedValue[(int) this.drawMode] = num2;
            this.AssignColorsToMeshArray(colors, this.m_SelectionMesh);
        }