GridVisible() public static method

Is the grid visible?
public static GridVisible ( ) : bool
return bool
        static bool GetPlaneFromProGridsAxis(Vector2 mousePosition, out Plane plane)
        {
            if (!ProGridsInterface.ProGridsActive() || !ProGridsInterface.GridVisible())
            {
                plane = default(Plane);
                return(false);
            }

            Vector3 point = SceneView.lastActiveSceneView.pivot;
            Vector3 progridsPivot;

            if (ProGridsInterface.GetPivot(out progridsPivot))
            {
                point = progridsPivot;
            }
            Vector3 normal = Vector3.up;

            if (ProGridsInterface.IsFullGridEnabled())
            {
                var ray = HandleUtility.GUIPointToWorldRay(mousePosition);

                Plane[] planes = new Plane[3]
                {
                    new Plane(Vector3.right, point),
                    new Plane(Vector3.up, point),
                    new Plane(Vector3.forward, point)
                };

                float closestDistance = Mathf.Infinity;
                Plane closestPlane    = default(Plane);

                for (int i = 0; i < planes.Length; ++i)
                {
                    float distance;

                    if (planes[i].Raycast(ray, out distance))
                    {
                        if (distance < closestDistance)
                        {
                            closestDistance = distance;
                            closestPlane    = planes[i];
                        }
                    }
                }

                plane = new Plane(closestPlane.normal, point);
            }
            else
            {
                var   axis   = ProGridsInterface.GetActiveGridAxis();
                float offset = ProGridsInterface.GetActiveGridOffset();

                switch (axis)
                {
                case HandleAxis.X:
                    point.x += offset;
                    normal   = Vector3.right;
                    break;

                case HandleAxis.Y:
                    point.y += offset;
                    normal   = Vector3.up;
                    break;

                case HandleAxis.Z:
                    point.z += offset;
                    normal   = Vector3.forward;
                    break;
                }

                plane = new Plane(normal, point);
            }

            return(true);
        }