UnityEditor.AvatarMuscleEditor.Initialize C# (CSharp) Method

Initialize() private method

private Initialize ( ) : void
return void
        internal void Initialize()
        {
            if (this.m_Bones == null)
            {
                this.m_Bones = AvatarSetupTool.GetHumanBones(base.serializedObject, base.modelBones);
            }
            this.m_FocusedMuscle = -1;
            this.m_MuscleBodyGroupToggle = new bool[this.m_Muscles.Length];
            for (int i = 0; i < this.m_Muscles.Length; i++)
            {
                this.m_MuscleBodyGroupToggle[i] = false;
            }
            this.m_MuscleName = HumanTrait.MuscleName;
            for (int j = 0; j < this.m_MuscleName.Length; j++)
            {
                if (this.m_MuscleName[j].StartsWith("Right"))
                {
                    this.m_MuscleName[j] = this.m_MuscleName[j].Substring(5).Trim();
                }
                if (this.m_MuscleName[j].StartsWith("Left"))
                {
                    this.m_MuscleName[j] = this.m_MuscleName[j].Substring(4).Trim();
                }
            }
            this.m_MuscleCount = HumanTrait.MuscleCount;
            this.m_MuscleToggle = new bool[this.m_MuscleCount];
            this.m_MuscleValue = new float[this.m_MuscleCount];
            this.m_MuscleMin = new SerializedProperty[this.m_MuscleCount];
            this.m_MuscleMax = new SerializedProperty[this.m_MuscleCount];
            this.m_MuscleMinEdit = new float[this.m_MuscleCount];
            this.m_MuscleMaxEdit = new float[this.m_MuscleCount];
            for (int k = 0; k < this.m_MuscleCount; k++)
            {
                this.m_MuscleToggle[k] = false;
                this.m_MuscleValue[k] = 0f;
                this.m_MuscleMin[k] = null;
                this.m_MuscleMin[k] = null;
            }
            this.m_Modified = new SerializedProperty[this.m_Bones.Length];
            for (int m = 0; m < this.m_Bones.Length; m++)
            {
                this.m_Modified[m] = null;
            }
            this.InitializeProperties();
            this.ResetValuesFromProperties();
            this.m_MuscleMasterValue = new float[this.m_MasterMuscle.Length];
            for (int n = 0; n < this.m_MasterMuscle.Length; n++)
            {
                this.m_MuscleMasterValue[n] = 0f;
            }
        }