private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     if (!(e.IsShaderRegistryEvent || e.IsBufferRegistryEvent))
     {
         _ParticleSystemChanged = true;
     }
 }
Beispiel #2
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 private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     if (!e.IsShaderEvent)
     {
         _ParticleSystemChanged = true;
     }
     UpdateOutputPins();
 }
Beispiel #3
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 private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     UpdateOutputPins();
 }
Beispiel #4
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 private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     _ParticleSystemChanged = true;
 }