UnityEditor.SceneViewRotation.AxisSelectors C# (CSharp) Method

AxisSelectors() private method

private AxisSelectors ( SceneView view, Camera cam, float size, float sgn, GUIStyle viewAxisLabelStyle ) : void
view SceneView
cam UnityEngine.Camera
size float
sgn float
viewAxisLabelStyle UnityEngine.GUIStyle
return void
        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);
SceneViewRotation