public void ApplyProperties() { bool hasModifiedProperties = this.m_ParticleSystemSerializedObject.hasModifiedProperties; if (this.m_ParticleSystemSerializedObject.targetObject != null) { this.m_ParticleSystemSerializedObject.ApplyModifiedProperties(); } if (hasModifiedProperties) { ParticleSystem[] particleSystems = this.m_ParticleSystems; for (int i = 0; i < particleSystems.Length; i++) { ParticleSystem ps = particleSystems[i]; ParticleSystem root = ParticleSystemEditorUtils.GetRoot(ps); if (!ParticleEffectUI.IsStopped(root) && ParticleSystemEditorUtils.editorResimulation) { ParticleSystemEditorUtils.PerformCompleteResimulation(); } } this.UpdateParticleSystemInfoString(); } if (this.m_RendererSerializedObject != null && this.m_RendererSerializedObject.targetObject != null) { this.m_RendererSerializedObject.ApplyModifiedProperties(); } }
public void ApplyProperties() { bool hasModifiedProperties = m_ParticleSystemSerializedObject.hasModifiedProperties; // Check the system was not destroyed such as by an Undo operation. if (m_ParticleSystemSerializedObject.targetObject != null) { m_ParticleSystemSerializedObject.ApplyModifiedProperties(); } if (hasModifiedProperties) { // Resimulate foreach (ParticleSystem ps in m_ParticleSystems) { ParticleSystem root = ParticleSystemEditorUtils.GetRoot(ps); if (!ParticleEffectUI.IsStopped(root) && ParticleSystemEditorUtils.resimulation) { ParticleSystemEditorUtils.PerformCompleteResimulation(); } } // Refresh procedural supported string UpdateParticleSystemInfoString(); } if (m_RendererSerializedObject != null && m_RendererSerializedObject.targetObject != null) { m_RendererSerializedObject.ApplyModifiedProperties(); } }
internal bool IsPaused() { if (!this.IsPlaying()) { return(!ParticleEffectUI.IsStopped(this.GetRoot())); } return(false); }
public void ApplyProperties() { bool hasModifiedProperties = this.m_ParticleSystemSerializedObject.hasModifiedProperties; this.m_ParticleSystemSerializedObject.ApplyModifiedProperties(); if (hasModifiedProperties) { if (!ParticleEffectUI.IsStopped(ParticleSystemEditorUtils.GetRoot(this.m_ParticleSystem)) && ParticleSystemEditorUtils.editorResimulation) { ParticleSystemEditorUtils.PerformCompleteResimulation(); } this.UpdateParticleSystemInfoString(); } if (this.m_RendererSerializedObject != null) { this.m_RendererSerializedObject.ApplyModifiedProperties(); } }
internal bool IsPaused() { return(!this.IsPlaying() && !ParticleEffectUI.IsStopped(ParticleSystemEditorUtils.GetRoot(this.m_SelectedParticleSystems[0]))); }