UnityEditor.RendererModuleUI.DoListOfMeshesGUI C# (CSharp) Method

DoListOfMeshesGUI() private method

private DoListOfMeshesGUI ( ) : void
return void
        private void DoListOfMeshesGUI()
        {
            base.GUIListOfFloatObjectToggleFields(s_Texts.mesh, this.m_ShownMeshes, null, null, false);
            Rect position = GUILayoutUtility.GetRect((float) 0f, (float) 13f);
            position.x = (position.xMax - 24f) - 5f;
            position.width = 12f;
            if ((this.m_ShownMeshes.Length > 1) && ModuleUI.MinusButton(position))
            {
                this.m_ShownMeshes[this.m_ShownMeshes.Length - 1].objectReferenceValue = null;
                List<SerializedProperty> list = new List<SerializedProperty>(this.m_ShownMeshes);
                list.RemoveAt(list.Count - 1);
                this.m_ShownMeshes = list.ToArray();
            }
            if (this.m_ShownMeshes.Length < 4)
            {
                position.x += 17f;
                if (ModuleUI.PlusButton(position))
                {
                    List<SerializedProperty> list2;
                    this.m_ShownMeshes = new List<SerializedProperty>(this.m_ShownMeshes) { this.m_Meshes[list2.Count] }.ToArray();
                }
            }
        }