UnityEditor.EulerCurveCombinedRenderer.AddPoints C# (CSharp) Method

AddPoints() private method

private AddPoints ( float minTime, float maxTime ) : void
minTime float
maxTime float
return void
        private void AddPoints(float minTime, float maxTime)
        {
            AnimationCurve quaternionX = this.quaternionX;
            if (quaternionX.length != 0)
            {
                Keyframe keyframe = quaternionX[0];
                if (keyframe.time >= minTime)
                {
                    Keyframe keyframe2 = quaternionX[0];
                    Vector3 values = this.GetValues(keyframe2.time, true);
                    this.points[this.rangeStart] = values;
                    Keyframe keyframe3 = quaternionX[0];
                    this.points[keyframe3.time] = values;
                }
                Keyframe keyframe4 = quaternionX[quaternionX.length - 1];
                if (keyframe4.time <= maxTime)
                {
                    Keyframe keyframe5 = quaternionX[quaternionX.length - 1];
                    Vector3 vector2 = this.GetValues(keyframe5.time, true);
                    Keyframe keyframe6 = quaternionX[quaternionX.length - 1];
                    this.points[keyframe6.time] = vector2;
                    this.points[this.rangeEnd] = vector2;
                }
                for (int i = 0; i < (quaternionX.length - 1); i++)
                {
                    Keyframe keyframe7 = quaternionX[i + 1];
                    if (keyframe7.time >= minTime)
                    {
                        Keyframe keyframe8 = quaternionX[i];
                        if (keyframe8.time <= maxTime)
                        {
                            Keyframe keyframe9 = quaternionX[i];
                            float time = keyframe9.time;
                            this.points[time] = this.GetValues(time, true);
                            for (float j = 1f; j <= 20f; j++)
                            {
                                Keyframe keyframe10 = this.quaternionX[i];
                                Keyframe keyframe11 = quaternionX[i + 1];
                                time = Mathf.Lerp(keyframe10.time, keyframe11.time, (j - 0.001f) / 40f);
                                this.points[time] = this.GetValues(time, false);
                            }
                            Keyframe keyframe12 = quaternionX[i + 1];
                            time = keyframe12.time;
                            this.points[time] = this.GetValues(time, true);
                            for (float k = 1f; k <= 20f; k++)
                            {
                                Keyframe keyframe13 = quaternionX[i];
                                Keyframe keyframe14 = quaternionX[i + 1];
                                time = Mathf.Lerp(keyframe13.time, keyframe14.time, 1f - ((k - 0.001f) / 40f));
                                this.points[time] = this.GetValues(time, false);
                            }
                        }
                    }
                }
            }
        }