UnityEditor.LayerVisibilityWindow.Draw C# (CSharp) Method

Draw() private method

private Draw ( float listElementWidth ) : void
listElementWidth float
return void
        private void Draw(float listElementWidth)
        {
            Rect rect = new Rect(0f, 0f, listElementWidth, 16f);
            bool even = false;
            this.DrawHeader(ref rect, "Layers", ref even);
            this.DoSpecialLayer(rect, true, ref even);
            rect.y += 16f;
            this.DoSpecialLayer(rect, false, ref even);
            rect.y += 16f;
            for (int i = 0; i < this.s_LayerNames.Count; i++)
            {
                this.DoOneLayer(rect, i, ref even);
                rect.y += 16f;
            }
            int sortingLayerCount = InternalEditorUtility.GetSortingLayerCount();
            if (sortingLayerCount > 1)
            {
                this.DrawSeparator(ref rect, even);
                this.DrawHeader(ref rect, "Sorting Layers", ref even);
                for (int j = 0; j < sortingLayerCount; j++)
                {
                    this.DoOneSortingLayer(rect, j, ref even);
                    rect.y += 16f;
                }
            }
            this.DrawSeparator(ref rect, even);
            this.DrawListBackground(rect, even);
            if (GUI.Button(rect, EditorGUIUtility.TempContent("Edit Layers..."), s_Styles.menuItem))
            {
                base.Close();
                Selection.activeObject = EditorApplication.tagManager;
                GUIUtility.ExitGUI();
            }
        }