UnityEditor.CollisionModuleUI.DoListOfPlanesGUI C# (CSharp) Method

DoListOfPlanesGUI() private method

private DoListOfPlanesGUI ( ) : void
return void
        private void DoListOfPlanesGUI()
        {
            int index = base.GUIListOfFloatObjectToggleFields(s_Texts.planes, this.m_ShownPlanes, null, s_Texts.createPlane, true);
            if (index >= 0)
            {
                GameObject obj2 = CreateEmptyGameObject("Plane Transform " + (index + 1), base.m_ParticleSystemUI.m_ParticleSystem);
                obj2.transform.localPosition = new Vector3(0f, 0f, (float) (10 + index));
                obj2.transform.localEulerAngles = new Vector3(-90f, 0f, 0f);
                this.m_ShownPlanes[index].objectReferenceValue = obj2;
                this.SyncVisualization();
            }
            Rect position = GUILayoutUtility.GetRect((float) 0f, (float) 16f);
            position.x = (position.xMax - 24f) - 5f;
            position.width = 12f;
            if ((this.m_ShownPlanes.Length > 1) && ModuleUI.MinusButton(position))
            {
                this.m_ShownPlanes[this.m_ShownPlanes.Length - 1].objectReferenceValue = null;
                List<SerializedProperty> list = new List<SerializedProperty>(this.m_ShownPlanes);
                list.RemoveAt(list.Count - 1);
                this.m_ShownPlanes = list.ToArray();
            }
            if (this.m_ShownPlanes.Length < 6)
            {
                position.x += 17f;
                if (ModuleUI.PlusButton(position))
                {
                    List<SerializedProperty> list2;
                    this.m_ShownPlanes = new List<SerializedProperty>(this.m_ShownPlanes) { this.m_Planes[list2.Count] }.ToArray();
                }
            }
        }