protected void MuscleGroupGUI()
{
bool flag = false;
this.HeaderGUI("Preview", "Muscle Group Preview");
GUILayout.BeginVertical(styles.box, new GUILayoutOption[0]);
Rect wholeWidthRect = GUILayoutUtility.GetRect((float) 10f, (float) 16f);
Rect settingsRect = GetSettingsRect(wholeWidthRect);
if (GUI.Button(GetPreviewRect(wholeWidthRect), "Reset All", EditorStyles.miniButton))
{
for (int j = 0; j < this.m_MuscleMasterValue.Length; j++)
{
this.m_MuscleMasterValue[j] = 0f;
}
for (int k = 0; k < this.m_MuscleValue.Length; k++)
{
this.m_MuscleValue[k] = 0f;
}
flag = true;
}
GUI.Label(settingsRect, "Reset All Preview Values", EditorStyles.label);
for (int i = 0; i < this.m_MasterMuscle.Length; i++)
{
Rect rect = GUILayoutUtility.GetRect((float) 10f, (float) 16f);
Rect position = GetSettingsRect(rect);
float num4 = this.m_MuscleMasterValue[i];
this.m_MuscleMasterValue[i] = PreviewSlider(rect, this.m_MuscleMasterValue[i]);
if (this.m_MuscleMasterValue[i] != num4)
{
Undo.RegisterCompleteObjectUndo(this, "Muscle preview");
for (int m = 0; m < this.m_MasterMuscle[i].Length; m++)
{
if (this.m_MasterMuscle[i][m] != -1)
{
this.m_MuscleValue[this.m_MasterMuscle[i][m]] = this.m_MuscleMasterValue[i];
}
}
}
flag |= (this.m_MuscleMasterValue[i] != num4) && (base.gameObject != null);
GUI.Label(position, styles.muscleTypeGroup[i], EditorStyles.label);
}
GUILayout.EndVertical();
if (flag)
{
this.WritePose();
}
}