private void SearchHiearchyAndConnectParticleSystem(IEnumerable <ParticleSystem> particleSystems, PlayableGraph graph, List <Playable> outplayables) { foreach (ParticleSystem particleSystem in particleSystems) { if (particleSystem != null) { outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, this.particleRandomSeed)); } } }
void SearchHiearchyAndConnectParticleSystem(IEnumerable <ParticleSystem> particleSystems, PlayableGraph graph, List <Playable> outplayables) { foreach (var particleSystem in particleSystems) { if (particleSystem != null) { controllingParticles = true; outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, particleRandomSeed)); } } }