UnityEditor.SpriteInspector.UnifiedValues C# (CSharp) Method

UnifiedValues() private method

private UnifiedValues ( bool &name, bool &alignment, bool &border ) : void
name bool
alignment bool
border bool
return void
        private void UnifiedValues(out bool name, out bool alignment, out bool border)
        {
            name = true;
            alignment = true;
            border = true;
            if (base.targets.Length >= 2)
            {
                TextureImporter atPath = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(this.sprite)) as TextureImporter;
                SpriteMetaData[] spritesheet = atPath.spritesheet;
                string str2 = null;
                int num = -1;
                Vector4? nullable = null;
                for (int i = 0; i < base.targets.Length; i++)
                {
                    Sprite sprite = base.targets[i] as Sprite;
                    for (int j = 0; j < spritesheet.Length; j++)
                    {
                        if (spritesheet[j].name.Equals(sprite.name))
                        {
                            if ((spritesheet[j].alignment != num) && (num > 0))
                            {
                                alignment = false;
                            }
                            else
                            {
                                num = spritesheet[j].alignment;
                            }
                            if ((spritesheet[j].name != str2) && (str2 != null))
                            {
                                name = false;
                            }
                            else
                            {
                                str2 = spritesheet[j].name;
                            }
                            Vector4 vector = spritesheet[j].border;
                            if ((!nullable.HasValue || (vector != nullable.GetValueOrDefault())) && nullable.HasValue)
                            {
                                border = false;
                            }
                            else
                            {
                                nullable = new Vector4?(spritesheet[j].border);
                            }
                        }
                    }
                }
            }
        }