GetShaderPropertyDrawer() private static method

private static GetShaderPropertyDrawer ( string attrib, bool &isDecorator ) : MaterialPropertyDrawer
attrib string
isDecorator bool
return MaterialPropertyDrawer
        private static MaterialPropertyHandler GetShaderPropertyHandler(Shader shader, string name)
        {
            string[] propertyAttributes = ShaderUtil.GetShaderPropertyAttributes(shader, name);
            if (propertyAttributes == null || propertyAttributes.Length == 0)
            {
                return((MaterialPropertyHandler)null);
            }
            MaterialPropertyHandler materialPropertyHandler = new MaterialPropertyHandler();

            foreach (string attrib in propertyAttributes)
            {
                bool isDecorator;
                MaterialPropertyDrawer shaderPropertyDrawer = MaterialPropertyHandler.GetShaderPropertyDrawer(attrib, out isDecorator);
                if (shaderPropertyDrawer != null)
                {
                    if (isDecorator)
                    {
                        if (materialPropertyHandler.m_DecoratorDrawers == null)
                        {
                            materialPropertyHandler.m_DecoratorDrawers = new List <MaterialPropertyDrawer>();
                        }
                        materialPropertyHandler.m_DecoratorDrawers.Add(shaderPropertyDrawer);
                    }
                    else
                    {
                        if (materialPropertyHandler.m_PropertyDrawer != null)
                        {
                            Debug.LogWarning((object)string.Format("Shader property {0} already has a property drawer", (object)name), (UnityEngine.Object)shader);
                        }
                        materialPropertyHandler.m_PropertyDrawer = shaderPropertyDrawer;
                    }
                }
            }
            return(materialPropertyHandler);
        }
        private static MaterialPropertyHandler GetShaderPropertyHandler(Shader shader, string name)
        {
            string[] shaderPropertyAttributes = ShaderUtil.GetShaderPropertyAttributes(shader, name);
            MaterialPropertyHandler result;

            if (shaderPropertyAttributes == null || shaderPropertyAttributes.Length == 0)
            {
                result = null;
            }
            else
            {
                MaterialPropertyHandler materialPropertyHandler = new MaterialPropertyHandler();
                string[] array = shaderPropertyAttributes;
                for (int i = 0; i < array.Length; i++)
                {
                    string attrib = array[i];
                    bool   flag;
                    MaterialPropertyDrawer shaderPropertyDrawer = MaterialPropertyHandler.GetShaderPropertyDrawer(attrib, out flag);
                    if (shaderPropertyDrawer != null)
                    {
                        if (flag)
                        {
                            if (materialPropertyHandler.m_DecoratorDrawers == null)
                            {
                                materialPropertyHandler.m_DecoratorDrawers = new List <MaterialPropertyDrawer>();
                            }
                            materialPropertyHandler.m_DecoratorDrawers.Add(shaderPropertyDrawer);
                        }
                        else
                        {
                            if (materialPropertyHandler.m_PropertyDrawer != null)
                            {
                                Debug.LogWarning(string.Format("Shader property {0} already has a property drawer", name), shader);
                            }
                            materialPropertyHandler.m_PropertyDrawer = shaderPropertyDrawer;
                        }
                    }
                }
                result = materialPropertyHandler;
            }
            return(result);
        }