Show() public static method

public static Show ( UnityEditor.SerializedProperty bodyMask, int count ) : void
bodyMask UnityEditor.SerializedProperty
count int
return void
 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);
             }
         }
     }
 }
 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)
         {
             BodyMaskEditor.Show(this.m_BodyMask, 13);
         }
     }
 }
 public void OnBodyInspectorGUI()
 {
     if (m_ShowBodyMask)
     {
         // Don't make toggling foldout cause GUI.changed to be true (shouldn't cause undoable action etc.)
         bool wasChanged = GUI.changed;
         m_BodyMaskFoldout = EditorGUILayout.Foldout(m_BodyMaskFoldout, Styles.BodyMask, true);
         GUI.changed       = wasChanged;
         if (m_BodyMaskFoldout)
         {
             BodyMaskEditor.Show(m_BodyMask, (int)AvatarMaskBodyPart.LastBodyPart);
         }
     }
 }