private static void DrawSelectionBracketFor(object obj) { Zone zone = obj as Zone; if (zone != null) { GenDraw.DrawFieldEdges(zone.Cells); } Thing thing = obj as Thing; if (thing != null) { CellRect?customRectForSelector = thing.CustomRectForSelector; if (customRectForSelector.HasValue) { SelectionDrawerUtility.CalculateSelectionBracketPositionsWorld(bracketLocs, thing, customRectForSelector.Value.CenterVector3, new Vector2(customRectForSelector.Value.Width, customRectForSelector.Value.Height), selectTimes, Vector2.one); } else { SelectionDrawerUtility.CalculateSelectionBracketPositionsWorld(bracketLocs, thing, thing.DrawPos, thing.RotatedSize.ToVector2(), selectTimes, Vector2.one); } int num = 0; for (int i = 0; i < 4; i++) { Quaternion rotation = Quaternion.AngleAxis(num, Vector3.up); Graphics.DrawMesh(MeshPool.plane10, bracketLocs[i], rotation, SelectionBracketMat, 0); num -= 90; } } }
private static void DrawSelectionBracketFor(object obj) { Zone zone = obj as Zone; if (zone != null) { GenDraw.DrawFieldEdges(zone.Cells); } Thing thing = obj as Thing; if (thing != null) { SelectionDrawerUtility.CalculateSelectionBracketPositionsWorld <object>(SelectionDrawer.bracketLocs, thing, thing.DrawPos, thing.RotatedSize.ToVector2(), SelectionDrawer.selectTimes, Vector2.one, 1f); int num = 0; for (int i = 0; i < 4; i++) { Quaternion rotation = Quaternion.AngleAxis((float)num, Vector3.up); Graphics.DrawMesh(MeshPool.plane10, SelectionDrawer.bracketLocs[i], rotation, SelectionDrawer.SelectionBracketMat, 0); num -= 90; } } }