private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e) { if (!(e.IsShaderRegistryEvent || e.IsBufferRegistryEvent)) { _ParticleSystemChanged = true; } }
private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e) { if (!e.IsShaderEvent) { _ParticleSystemChanged = true; } UpdateOutputPins(); }
private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e) { UpdateOutputPins(); }
private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e) { _ParticleSystemChanged = true; }