UnityEditor.HingeJoint2DEditor.OnSceneGUI C# (CSharp) Method

OnSceneGUI() public method

public OnSceneGUI ( ) : void
return void
        public void OnSceneGUI()
        {
            HingeJoint2D target = (HingeJoint2D) base.target;
            if (target.enabled)
            {
                if (target.useLimits)
                {
                    Vector3 position = Joint2DEditor.TransformPoint(target.transform, (Vector3) target.anchor);
                    float num = Mathf.Min(target.limits.min, target.limits.max);
                    float num2 = Mathf.Max(target.limits.min, target.limits.max);
                    float angle = num2 - num;
                    float radius = HandleUtility.GetHandleSize(position) * 0.8f;
                    float rotation = target.GetComponent<Rigidbody2D>().rotation;
                    Vector3 from = (Vector3) Joint2DEditor.RotateVector2(Vector3.right, -num2 - rotation);
                    Vector3 end = position + ((Vector3) (Joint2DEditor.RotateVector2(Vector3.right, -target.jointAngle - rotation) * radius));
                    Handles.color = new Color(0f, 1f, 0f, 0.7f);
                    Joint2DEditor.DrawAALine(position, end);
                    Handles.color = new Color(0f, 1f, 0f, 0.03f);
                    Handles.DrawSolidArc(position, Vector3.back, from, angle, radius);
                    Handles.color = new Color(0f, 1f, 0f, 0.7f);
                    Handles.DrawWireArc(position, Vector3.back, from, angle, radius);
                    this.DrawTick(position, radius, 0f, from, 1f);
                    this.DrawTick(position, radius, angle, from, 1f);
                }
                base.OnSceneGUI();
            }
        }
    }
HingeJoint2DEditor