GetParticleSystems() static private method

static private GetParticleSystems ( ParticleSystem root ) : UnityEngine.ParticleSystem[]
root ParticleSystem
return UnityEngine.ParticleSystem[]
コード例 #1
0
 public void Clear([DefaultValue("true")] bool withChildren)
 {
     if (withChildren)
     {
         ParticleSystem[] particleSystems = ParticleSystem.GetParticleSystems(this);
         ParticleSystem[] array           = particleSystems;
         for (int i = 0; i < array.Length; i++)
         {
             ParticleSystem particleSystem = array[i];
             particleSystem.Internal_Clear();
         }
     }
     else
     {
         this.Internal_Clear();
     }
 }
コード例 #2
0
 public void Simulate(float t, [DefaultValue("true")] bool withChildren, [DefaultValue("true")] bool restart)
 {
     if (withChildren)
     {
         ParticleSystem[] particleSystems = ParticleSystem.GetParticleSystems(this);
         ParticleSystem[] array           = particleSystems;
         for (int i = 0; i < array.Length; i++)
         {
             ParticleSystem particleSystem = array[i];
             particleSystem.Internal_Simulate(t, restart);
         }
     }
     else
     {
         this.Internal_Simulate(t, restart);
     }
 }
コード例 #3
0
 public bool IsAlive([DefaultValue("true")] bool withChildren)
 {
     if (withChildren)
     {
         ParticleSystem[] particleSystems = ParticleSystem.GetParticleSystems(this);
         ParticleSystem[] array           = particleSystems;
         for (int i = 0; i < array.Length; i++)
         {
             ParticleSystem particleSystem = array[i];
             if (particleSystem.Internal_IsAlive())
             {
                 return(true);
             }
         }
         return(false);
     }
     return(this.Internal_IsAlive());
 }