UnityEditor.TransformManipulator.TransformData.SetPositionDelta C# (CSharp) Method

SetPositionDelta() public method

public SetPositionDelta ( Vector3 positionDelta ) : void
positionDelta Vector3
return void
            public void SetPositionDelta(Vector3 positionDelta)
            {
                Vector3 vector = positionDelta;
                Vector3 minDragDifference = ManipulationToolUtility.minDragDifference;
                if (this.transform.parent != null)
                {
                    vector = this.transform.parent.InverseTransformVector(vector);
                    minDragDifference.x /= this.transform.parent.lossyScale.x;
                    minDragDifference.y /= this.transform.parent.lossyScale.y;
                    minDragDifference.z /= this.transform.parent.lossyScale.z;
                }
                bool flag = Mathf.Approximately(vector.x, 0f);
                bool flag2 = Mathf.Approximately(vector.y, 0f);
                bool flag3 = Mathf.Approximately(vector.z, 0f);
                if (this.rectTransform == null)
                {
                    Vector3 vector6 = this.localPosition + vector;
                    vector6.x = !flag ? MathUtils.RoundBasedOnMinimumDifference(vector6.x, minDragDifference.x) : this.localPosition.x;
                    vector6.y = !flag2 ? MathUtils.RoundBasedOnMinimumDifference(vector6.y, minDragDifference.y) : this.localPosition.y;
                    vector6.z = !flag3 ? MathUtils.RoundBasedOnMinimumDifference(vector6.z, minDragDifference.z) : this.localPosition.z;
                    this.transform.localPosition = vector6;
                }
                else
                {
                    Vector3 vector7 = this.localPosition + vector;
                    vector7.z = !flag3 ? MathUtils.RoundBasedOnMinimumDifference(vector7.z, minDragDifference.z) : this.localPosition.z;
                    this.transform.localPosition = vector7;
                    Vector2 vector8 = this.anchoredPosition + vector;
                    vector8.x = !flag ? MathUtils.RoundBasedOnMinimumDifference(vector8.x, minDragDifference.x) : this.anchoredPosition.x;
                    vector8.y = !flag2 ? MathUtils.RoundBasedOnMinimumDifference(vector8.y, minDragDifference.y) : this.anchoredPosition.y;
                    this.rectTransform.anchoredPosition = vector8;
                    if (this.rectTransform.drivenByObject != null)
                    {
                        RectTransform.SendReapplyDrivenProperties(this.rectTransform);
                    }
                }
            }