ClearReferences() public method

public ClearReferences ( ) : void
return void
 private float FindClosestOffset(TreeData data, Matrix4x4 objMatrix, TreeNode node, Ray mouseRay, ref float rotation)
 {
     TreeGroup group = data.GetGroup(node.groupID);
     if (group == null)
     {
         return 0f;
     }
     if (group.GetType() != typeof(TreeGroupBranch))
     {
         return 0f;
     }
     data.ValidateReferences();
     Matrix4x4 matrixx = objMatrix * node.matrix;
     float num2 = 1f / (node.spline.GetNodeCount() * 10f);
     float time = 0f;
     float num4 = 1E+07f;
     Vector3 zero = Vector3.zero;
     Vector3 closestRay = Vector3.zero;
     Vector3 vector3 = matrixx.MultiplyPoint(node.spline.GetPositionAtTime(0f));
     for (float i = num2; i <= 1f; i += num2)
     {
         Vector3 vector4 = matrixx.MultiplyPoint(node.spline.GetPositionAtTime(i));
         float squaredDist = 0f;
         float s = 0f;
         zero = MathUtils.ClosestPtSegmentRay(vector3, vector4, mouseRay, out squaredDist, out s, out closestRay);
         if (squaredDist < num4)
         {
             time = (i - num2) + (num2 * s);
             num4 = squaredDist;
             float radiusAtTime = node.GetRadiusAtTime(time);
             float t = 0f;
             if (MathUtils.ClosestPtRaySphere(mouseRay, zero, radiusAtTime, ref t, ref closestRay))
             {
                 Matrix4x4 matrixx3 = matrixx * node.GetLocalMatrixAtTime(time);
                 Matrix4x4 inverse = matrixx3.inverse;
                 Vector3 v = closestRay - zero;
                 v = inverse.MultiplyVector(v);
                 rotation = Mathf.Atan2(v.x, v.z) * 57.29578f;
             }
         }
         vector3 = vector4;
     }
     data.ClearReferences();
     return time;
 }
		private float FindClosestOffset(TreeData data, Matrix4x4 objMatrix, TreeNode node, Ray mouseRay, ref float rotation)
		{
			TreeGroup group = data.GetGroup(node.groupID);
			if (group == null)
			{
				return 0f;
			}
			if (group.GetType() != typeof(TreeGroupBranch))
			{
				return 0f;
			}
			data.ValidateReferences();
			Matrix4x4 lhs = objMatrix * node.matrix;
			float num = 1f / ((float)node.spline.GetNodeCount() * 10f);
			float num2 = 0f;
			float num3 = 1E+07f;
			Vector3 vector = Vector3.zero;
			Vector3 zero = Vector3.zero;
			Vector3 p = lhs.MultiplyPoint(node.spline.GetPositionAtTime(0f));
			for (float num4 = num; num4 <= 1f; num4 += num)
			{
				Vector3 vector2 = lhs.MultiplyPoint(node.spline.GetPositionAtTime(num4));
				float num5 = 0f;
				float num6 = 0f;
				vector = MathUtils.ClosestPtSegmentRay(p, vector2, mouseRay, out num5, out num6, out zero);
				if (num5 < num3)
				{
					num2 = num4 - num + num * num6;
					num3 = num5;
					float radiusAtTime = node.GetRadiusAtTime(num2);
					float num7 = 0f;
					if (MathUtils.ClosestPtRaySphere(mouseRay, vector, radiusAtTime, ref num7, ref zero))
					{
						Matrix4x4 inverse = (lhs * node.GetLocalMatrixAtTime(num2)).inverse;
						Vector3 v = zero - vector;
						v = inverse.MultiplyVector(v);
						rotation = Mathf.Atan2(v.x, v.z) * 57.29578f;
					}
				}
				p = vector2;
			}
			data.ClearReferences();
			return num2;
		}