UnityEditor.BodyMaskEditor.Show C# (CSharp) Method

Show() public static method

public static Show ( UnityEditor.SerializedProperty bodyMask, int count ) : void
bodyMask UnityEditor.SerializedProperty
count int
return void
        public static void Show(SerializedProperty bodyMask, int count)
        {
            if (styles.UnityDude.image != null)
            {
                GUILayoutOption[] options = new GUILayoutOption[] { GUILayout.MaxWidth((float) styles.UnityDude.image.width) };
                Rect position = GUILayoutUtility.GetRect(styles.UnityDude, GUIStyle.none, options);
                position.x += (GUIView.current.position.width - position.width) / 2f;
                Color color = GUI.color;
                GUI.color = (bodyMask.GetArrayElementAtIndex(0).intValue != 1) ? Color.red : Color.green;
                if (styles.BodyPart[0].image != null)
                {
                    GUI.DrawTexture(position, styles.BodyPart[0].image);
                }
                GUI.color = new Color(0.2f, 0.2f, 0.2f, 1f);
                GUI.DrawTexture(position, styles.UnityDude.image);
                for (int i = 1; i < count; i++)
                {
                    GUI.color = (bodyMask.GetArrayElementAtIndex(i).intValue != 1) ? Color.red : Color.green;
                    if (styles.BodyPart[i].image != null)
                    {
                        GUI.DrawTexture(position, styles.BodyPart[i].image);
                    }
                }
                GUI.color = color;
                DoPicking(position, bodyMask, count);
            }
        }

Usage Example

 public void OnBodyInspectorGUI()
 {
     if (this.m_ShowBodyMask)
     {
         bool changed = GUI.changed;
         this.m_BodyMaskFoldout = EditorGUILayout.Foldout(this.m_BodyMaskFoldout, AvatarMaskInspector.styles.BodyMask);
         GUI.changed            = changed;
         if (this.m_BodyMaskFoldout)
         {
             AvatarMask avatarMask = this.target as AvatarMask;
             for (int i = 0; i < avatarMask.humanoidBodyPartCount; i++)
             {
                 this.m_BodyPartToggle[i] = avatarMask.GetHumanoidBodyPartActive(i);
             }
             this.m_BodyPartToggle = BodyMaskEditor.Show(this.m_BodyPartToggle, avatarMask.humanoidBodyPartCount);
             bool flag = false;
             for (int j = 0; j < avatarMask.humanoidBodyPartCount; j++)
             {
                 flag |= (avatarMask.GetHumanoidBodyPartActive(j) != this.m_BodyPartToggle[j]);
             }
             if (flag)
             {
                 Undo.RegisterCompleteObjectUndo(avatarMask, "Body Mask Edit");
                 for (int k = 0; k < avatarMask.humanoidBodyPartCount; k++)
                 {
                     avatarMask.SetHumanoidBodyPartActive(k, this.m_BodyPartToggle[k]);
                 }
                 EditorUtility.SetDirty(avatarMask);
             }
         }
     }
 }
All Usage Examples Of UnityEditor.BodyMaskEditor::Show
BodyMaskEditor