private bool IsAliveAnimation() { GameObject rootInstanceEffect = NcEffectBehaviour.GetRootInstanceEffect(); Transform[] componentsInChildren = rootInstanceEffect.GetComponentsInChildren <Transform>(true); Transform[] array = componentsInChildren; for (int i = 0; i < array.Length; i++) { Transform transform = array[i]; int num = -1; int num2 = -1; bool flag = false; NcEffectBehaviour[] components = transform.GetComponents <NcEffectBehaviour>(); NcEffectBehaviour[] array2 = components; for (int j = 0; j < array2.Length; j++) { NcEffectBehaviour ncEffectBehaviour = array2[j]; int animationState = ncEffectBehaviour.GetAnimationState(); if (animationState != 0) { if (animationState == 1) { num = 1; } } else { num = 0; } } if (transform.particleSystem != null) { num2 = 0; if (NgObject.IsActive(transform.gameObject) && ((transform.particleSystem.enableEmission && transform.particleSystem.IsAlive()) || 0 < transform.particleSystem.particleCount)) { num2 = 1; } } if (num2 < 1 && transform.particleEmitter != null) { num2 = 0; if (NgObject.IsActive(transform.gameObject) && (transform.particleEmitter.emit || 0 < transform.particleEmitter.particleCount)) { num2 = 1; } } if (transform.renderer != null && transform.renderer.enabled && NgObject.IsActive(transform.gameObject)) { flag = true; } if (0 < num) { return(true); } if (num2 == 1) { return(true); } if (flag && (transform.GetComponent <MeshFilter>() != null || transform.GetComponent <TrailRenderer>() != null || transform.GetComponent <LineRenderer>() != null)) { return(true); } } return(false); }