internal void UndoRedoPerformed() { ParticleSystemUI[] emitters = this.m_Emitters; for (int i = 0; i < emitters.Length; i++) { ParticleSystemUI particleSystemUI = emitters[i]; ModuleUI[] modules = particleSystemUI.m_Modules; for (int j = 0; j < modules.Length; j++) { ModuleUI moduleUI = modules[j]; if (moduleUI != null) { moduleUI.CheckVisibilityState(); } } } this.m_Owner.Repaint(); }