UnityEditor.AvatarMuscleEditor.MuscleGroupGUI C# (CSharp) Method

MuscleGroupGUI() protected method

protected MuscleGroupGUI ( ) : void
return void
        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();
            }
        }