open two guis at same time

Hi when i open the loot and try and open my inv they combine together? any idea how to solve this

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class InvGUI : MonoBehaviour {


	private bool InvToggle = false;
	private Rect InventoryWindow = new Rect(300,100,400,420);
	


	static public Dictionary<int,Texture2D> InventoryNameDictionary = new Dictionary<int,Texture2D> ()
	{
		{0, ItemClass.EmptyIcon},
		{1, ItemClass.EmptyIcon},
		{2, ItemClass.EmptyIcon},
		{3, ItemClass.EmptyIcon},
		{4, ItemClass.EmptyIcon},
		{5, ItemClass.EmptyIcon},
		{6, ItemClass.EmptyIcon},
		{7, ItemClass.EmptyIcon},
		{8, ItemClass.EmptyIcon},
	};

	static public List<int> dictionaryAmounts = new List<int>()
	{
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0

	};


	ItemClass itemObject = new ItemClass();
	// Update is called once per frame
	void Update () 
	{
		if (Input.GetKeyDown(KeyCode.I))
		{
			InvToggle = !InvToggle;
		}
	}


	void OnGUI()
	{
		if (InvToggle == true)
		{
			InventoryWindow = GUI.Window(0, InventoryWindow , InventoruWindowMethod,"Inventory");
		}
	}
			                            
	void InventoruWindowMethod (int Windowid)
	{
		GUI.DragWindow(new Rect(0, 0, 10000, 20));
		GUILayout.BeginArea (new Rect (50, 30, 400, 400));

		//First Row
		GUILayout.BeginHorizontal ();
		GUILayout.Button (InventoryNameDictionary[0], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.Button (InventoryNameDictionary[1], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.Button (InventoryNameDictionary[2], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.EndHorizontal ();
		//First Row Amounts
		GUILayout.BeginHorizontal ();
		GUILayout.Box (dictionaryAmounts [0].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.Box (dictionaryAmounts [1].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.Box (dictionaryAmounts [2].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.EndHorizontal ();

		//Second Row
		GUILayout.BeginHorizontal ();
		GUILayout.Button (InventoryNameDictionary[3], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.Button (InventoryNameDictionary[4], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.Button (InventoryNameDictionary[5], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.EndHorizontal ();
		//Second Row Amounts
		GUILayout.BeginHorizontal ();
		GUILayout.Box (dictionaryAmounts [3].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.Box (dictionaryAmounts [4].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.Box (dictionaryAmounts [5].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.EndHorizontal ();

		//Third Row
		GUILayout.BeginHorizontal ();
		GUILayout.Button (InventoryNameDictionary[6], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.Button (InventoryNameDictionary[7], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.Button (InventoryNameDictionary[8], GUILayout.Height (100), GUILayout.Width(100));
		GUILayout.EndHorizontal ();
		//Third Row Amounts
		GUILayout.BeginHorizontal ();
		GUILayout.Box (dictionaryAmounts [6].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.Box (dictionaryAmounts [7].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.Box (dictionaryAmounts [8].ToString (), GUILayout.Height (20), GUILayout.Width(100));
		GUILayout.EndHorizontal ();
		

		GUILayout.EndArea ();

	}


}

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class LootGUI : MonoBehaviour {

	private bool InvToggle = false;
	private Rect InventoryWindow = new Rect(300,100,400,400);
	


	private Loot Loot;
	
	private Ray mouseRay;
	private RaycastHit RayHit;


	private List<Texture2D> LootDictionary = new List<Texture2D> ()
	{
		{ItemClass.EmptyIcon},
		{ItemClass.EmptyIcon},
		{ItemClass.EmptyIcon},
		{ItemClass.EmptyIcon},
		{ItemClass.EmptyIcon},
		{ItemClass.EmptyIcon}
	};

	private List<int> LootAmounts = new List<int>()
	{
		0,
		0,
		0,
		0,
		0,
		0
	};


	void Update()
	{
		mouseRay = Camera.main.ScreenPointToRay (Input.mousePosition);

		if(Input.GetButtonDown("Fire1"))
		{
			Physics.Raycast(mouseRay, out RayHit);
			if (RayHit.collider.transform.tag == "Loot")
			{
				Loot = RayHit.collider.gameObject.GetComponent<Loot>();
				LootDictionary = Loot.LootDictionary;
				LootAmounts = Loot.LootAmounts;
				InvToggle = true;
			}
		}

		if (Input.GetKeyDown(KeyCode.Escape))
		{
			InvToggle = false;
		}
	}





	void OnGUI()

	{
		if (InvToggle == true)
		{
			InventoryWindow = GUI.Window(0, InventoryWindow , InventoruWindowMethod,"Loot");
		}
	}
			
	void InventoruWindowMethod (int Windowid)
	{
		GUI.DragWindow(new Rect(0, 0, 10000, 20));
		GUILayout.BeginArea (new Rect (2, 50, 395, 400));

		GUILayout.BeginHorizontal();

		if (GUILayout.Button (LootDictionary[0],GUILayout.Height(50), GUILayout.Width(50)))
		{
			if (LootDictionary[0] != ItemClass.EmptyIcon && LootAmounts[0] !=0)
			{
				InvGUI.InventoryNameDictionary[0] = LootDictionary[0];
				if(LootAmounts[0] !=0)
				{
					LootAmounts[0] -=1;
					InvGUI.dictionaryAmounts[0] +=1;
				}
			}
			if (LootAmounts[0] == 0 )
			{
				LootDictionary[0] = ItemClass.EmptyIcon;
			}
		}
		GUILayout.Box (LootAmounts [0].ToString (), GUILayout.Height (30));




		if (GUILayout.Button (LootDictionary[1],GUILayout.Height(50), GUILayout.Width(50)))
		{
			if (LootDictionary[1] !=  ItemClass.EmptyIcon && LootAmounts[1] !=0)
			{
				InvGUI.InventoryNameDictionary[1] = LootDictionary[1];
				if(LootAmounts[1] !=0)
				{
					LootAmounts[1] -=1;
					InvGUI.dictionaryAmounts[1] +=1;
				}
			}
			if (LootAmounts[1] == 0 )
			{
				LootDictionary[1] = ItemClass.EmptyIcon;
			}
		}
		GUILayout.Box (LootAmounts [1].ToString (), GUILayout.Height (30));



		if (GUILayout.Button (LootDictionary[2],GUILayout.Height(50), GUILayout.Width(50)))
		{
			if (LootDictionary[2] != ItemClass.EmptyIcon && LootAmounts[2] !=0)
			{
				InvGUI.InventoryNameDictionary[2] = LootDictionary[2];
				if(LootAmounts[2] !=0)
				{
					LootAmounts[2] -=1;
					InvGUI.dictionaryAmounts[2] +=1;
				}
			}
			if (LootAmounts[2] == 0 )
			{
				LootDictionary[2] = ItemClass.EmptyIcon;
			}
		}
		GUILayout.Box (LootAmounts [2].ToString (), GUILayout.Height (30));

		GUILayout.EndHorizontal ();
		GUILayout.EndArea ();
				
	}

}

You used the same window ID on both windows. You need to use unique ids. One should use “0” the other “1” or “12346” as long as no other window uses the same.