public void OnEnable()
{
Rigidbody2D target = base.target as Rigidbody2D;
this.m_Simulated = base.serializedObject.FindProperty("m_Simulated");
this.m_BodyType = base.serializedObject.FindProperty("m_BodyType");
this.m_Material = base.serializedObject.FindProperty("m_Material");
this.m_UseFullKinematicContacts = base.serializedObject.FindProperty("m_UseFullKinematicContacts");
this.m_UseAutoMass = base.serializedObject.FindProperty("m_UseAutoMass");
this.m_Mass = base.serializedObject.FindProperty("m_Mass");
this.m_LinearDrag = base.serializedObject.FindProperty("m_LinearDrag");
this.m_AngularDrag = base.serializedObject.FindProperty("m_AngularDrag");
this.m_GravityScale = base.serializedObject.FindProperty("m_GravityScale");
this.m_Interpolate = base.serializedObject.FindProperty("m_Interpolate");
this.m_SleepingMode = base.serializedObject.FindProperty("m_SleepingMode");
this.m_CollisionDetection = base.serializedObject.FindProperty("m_CollisionDetection");
this.m_Constraints = base.serializedObject.FindProperty("m_Constraints");
this.m_ShowIsStatic.value = target.bodyType != RigidbodyType2D.Static;
this.m_ShowIsStatic.valueChanged.AddListener(new UnityAction(this.Repaint));
this.m_ShowIsKinematic.value = target.bodyType != RigidbodyType2D.Kinematic;
this.m_ShowIsKinematic.valueChanged.AddListener(new UnityAction(this.Repaint));
this.m_ShowInfo.valueChanged.AddListener(new UnityAction(this.Repaint));
}