public void Init(ParticleEffectUI owner, ParticleSystem[] systems) { if (ParticleSystemUI.s_ModuleNames == null) { ParticleSystemUI.s_ModuleNames = ParticleSystemUI.GetUIModuleNames(); } this.m_ParticleEffectUI = owner; this.m_ParticleSystems = systems; this.m_ParticleSystemSerializedObject = new SerializedObject(this.m_ParticleSystems); this.m_RendererSerializedObject = null; this.m_SupportsCullingText = null; this.m_Modules = ParticleSystemUI.CreateUIModules(this, this.m_ParticleSystemSerializedObject); if (!(this.m_ParticleSystems.FirstOrDefault((ParticleSystem o) => o.GetComponent <ParticleSystemRenderer>() == null) != null)) { this.InitRendererUI(); } this.UpdateParticleSystemInfoString(); }
public void Init(ParticleEffectUI owner, ParticleSystem ps) { if (ParticleSystemUI.s_ModuleNames == null) { ParticleSystemUI.s_ModuleNames = ParticleSystemUI.GetUIModuleNames(); } this.m_ParticleEffectUI = owner; this.m_ParticleSystem = ps; this.m_ParticleSystemSerializedObject = new SerializedObject((Object)this.m_ParticleSystem); this.m_RendererSerializedObject = (SerializedObject)null; ParticleSystemUI.m_SupportsCullingText = (string)null; this.m_Modules = ParticleSystemUI.CreateUIModules(this, this.m_ParticleSystemSerializedObject); if ((Object)this.GetParticleSystemRenderer() != (Object)null) { this.InitRendererUI(); } this.UpdateParticleSystemInfoString(); }