#pragma warning restore 618

        void UpdateNames()
        {
            if (_legacyDrawer != null)
            {
                _legacyDrawer.UpdateNames();
            }
            else
            {
                var converterControllerProp = serializedObject.FindProperty("_converterController");
                if (converterControllerProp.objectReferenceValue == null)
                {
                    if (_legacyDrawer == null)
                    {
                        _legacyDrawer = new LegacyDynamicDNAConverterGUIDrawer();
                        _legacyDrawer.Init(_target, serializedObject, umaData, thisDDCC, bonesInSkeleton);
                    }
                }
            }
        }
        private void DrawDNAConvertersGUI()
        {
            converterControllerProp.isExpanded = EditorGUILayout.Foldout(converterControllerProp.isExpanded, "DNA Converter Settings", foldoutTipStyle);
            if (converterControllerProp.isExpanded)
            {
                //UMA2.8+ FixDNAPrefabs Now we always draw like this
                //If the asset has been updated to a converterController these settings will show in a 'Legacy Settings' area

                /*if (!drawOldGUI)
                 * {
                 *      //UMA2.8+ FixDNAPrefabs we are not going to use this UI any more because the converterController should be used directly
                 *      if (converterControllerProp.objectReferenceValue == null)
                 *      {
                 *              //show a tip that people need to create or assign a dna asset
                 *              EditorGUILayout.HelpBox("Assign a Converter Controller Asset this Behaviour will use. This asset defines the DNA Converters (SkeletonModifiers, BonePoses etc) that will make changes to the Avatar based on the values for the DNA names defined above", MessageType.Info);
                 *      }
                 *      EditorGUI.BeginDisabledGroup(true);
                 *      EditorGUI.BeginChangeCheck();
                 *      EditorGUILayout.PropertyField(converterControllerProp, new GUIContent("Converter Controller", "The Converter Controller Asset defines the DNA Converters (SkeletonModifiers, BonePoses etc) that will make changes to the Avatar based on the values for the DNA names defined above"));
                 *      if (EditorGUI.EndChangeCheck())
                 *      {
                 *              //UMA2.8+ FixDNAPrefabs DynamicDNAController has no 'converterBehaviour' field now
                 *              //Make sure the converterController has this target as its converterBehaviour value
                 *              if (converterControllerProp.objectReferenceValue != null)
                 *              {
                 *                      ((DynamicDNAConverterController)converterControllerProp.objectReferenceValue).converterBehaviour = target as DynamicDNAConverterBehaviour;
                 *                      //We dont save because the same controller can be used by lots of converters
                 *              }
                 *              serializedObject.ApplyModifiedProperties();
                 *              serializedObject.Update();
                 *              initialized = false;
                 *              Init();
                 *      }
                 *      EditorGUI.EndDisabledGroup();
                 * }
                 *
                 * if (converterControllerProp.objectReferenceValue != null)
                 * {
                 *      //UMA2.8+ FixDNAPrefabs- now we can use the ConverterController asset directly, we dont actually want to show the 'old' new UI
                 *      //Instead we want to show UPDATE tools (rather than 'Upgrade Tools') is there is a controller
                 *      //This is because content creators might distribute races or slots that use the old converterBehaviour and we still want users
                 *      //To easily be able to fix this.
                 *      ((DynamicDNAConverterController)converterControllerProp.objectReferenceValue).converterBehaviour = target as DynamicDNAConverterBehaviour;
                 *      //DrawUpdateTools();
                 *      //if there is an UMABonePose popup inspector open set the umaData as its sourceUMA
                 *      if (UMA.PoseTools.UMABonePoseEditor.livePopupEditor != null)
                 *      {
                 *              UMA.PoseTools.UMABonePoseEditor.livePopupEditor.sourceUMA = umaData;
                 *              UMA.PoseTools.UMABonePoseEditor.livePopupEditor.dynamicDNAConverterMode = true;
                 *      }
                 * }
                 * else
                 * {
                 *      if (drawOldGUI)
                 *      {
                 *              //DrawUpgradeTools();
                 *              if (_legacyDrawer == null)
                 *              {
                 *                      _legacyDrawer = new LegacyDynamicDNAConverterGUIDrawer();
                 *                      _legacyDrawer.Init(_target, serializedObject, umaData, thisDDCC, bonesInSkeleton, minimalMode);
                 *              }
                 *              _legacyDrawer.DrawLegacySkeletonModifiersGUI();
                 *              _legacyDrawer.DrawLegacyStartingPoseGUI();
                 *      }
                 * }*/
                if (_legacyDrawer == null)
                {
                    _legacyDrawer = new LegacyDynamicDNAConverterGUIDrawer();
                    _legacyDrawer.Init(_target, serializedObject, umaData, thisDDCC, bonesInSkeleton);
                }
                _legacyDrawer.DrawLegacySkeletonModifiersGUI();
                _legacyDrawer.DrawLegacyStartingPoseGUI();
            }
        }