Material[] GetScatterableMaterials() { if (_materials == null || _materials.Length == 0 || _effector == null) { return(null); } // Use own material list if it already exists. if (_ownMaterials != null && _ownMaterials.Length > 0) { if (_effectTypeOfOwnMaterials == _effector.effectType) { return(_ownMaterials); } } // Make scatterable clone and return it. _ownMaterials = new Material[_materials.Length]; for (var i = 0; i < _materials.Length; i++) { if (_materials[i] != null) { _ownMaterials[i] = new Material(_materials[i]); _ownMaterials[i].shader = _effector.shader; _ownMaterials[i].hideFlags = HideFlags.DontSave; } } _effectTypeOfOwnMaterials = _effector.effectType; return(_ownMaterials); }
Material[] GetScatterableMaterials() { if (_materials == null || _materials.Length == 0 || _effector == null) return null; // Use own material list if it already exists. if (_ownMaterials != null && _ownMaterials.Length > 0) if (_effectTypeOfOwnMaterials == _effector.effectType) return _ownMaterials; // Make scatterable clone and return it. _ownMaterials = new Material[_materials.Length]; for (var i = 0; i < _materials.Length; i++) { if (_materials[i] != null) { _ownMaterials[i] = new Material(_materials[i]); _ownMaterials[i].shader = _effector.shader; _ownMaterials[i].hideFlags = HideFlags.DontSave; } } _effectTypeOfOwnMaterials = _effector.effectType; return _ownMaterials; }