private void AxisSelectors(SceneView view, Camera cam, float size, float sgn, GUIStyle viewAxisLabelStyle)
{
for (int i = kDirectionRotations.Length - 1; i >= 0; i--)
{
Quaternion direction = kDirectionRotations[i];
string[] strArray = new string[] { "x", "y", "z" };
float faded = this.dirVisible[i % 3].faded;
Vector3 rhs = (Vector3) (kDirectionRotations[i] * Vector3.forward);
float num3 = Vector3.Dot(view.camera.transform.forward, rhs);
if (((num3 > 0.0) || (sgn <= 0f)) && ((num3 <= 0.0) || (sgn >= 0f)))
{
Color xAxisColor;
switch (i)
{
case 0:
xAxisColor = Handles.xAxisColor;
break;
case 1:
xAxisColor = Handles.yAxisColor;
break;
case 2:
xAxisColor = Handles.zAxisColor;
break;
default:
xAxisColor = Handles.centerColor;
break;
}
if (view.in2DMode)
{
xAxisColor = Color.Lerp(xAxisColor, Color.gray, this.faded2Dgray);
}
xAxisColor.a *= faded * this.fadedVisibility;
Handles.color = xAxisColor;
if ((xAxisColor.a <= 0.1f) || view.isRotationLocked)
{
GUI.enabled = false;
}
if (sgn > 0f)
{
if (<>f__mg$cache0 == null)
{
<>f__mg$cache0 = new Handles.CapFunction(Handles.ConeHandleCap);