GetAllModulesVisible() static private method

static private GetAllModulesVisible ( ) : bool
return bool
Exemplo n.º 1
0
 private void ResetModules()
 {
     ModuleUI[] modules = this.m_Modules;
     for (int i = 0; i < modules.Length; i++)
     {
         ModuleUI moduleUI = modules[i];
         if (moduleUI != null)
         {
             moduleUI.enabled = false;
             if (!ParticleEffectUI.GetAllModulesVisible())
             {
                 moduleUI.visibleUI = false;
             }
         }
     }
     if (this.m_Modules[this.m_Modules.Length - 1] == null)
     {
         this.InitRendererUI();
     }
     int[] array = new int[]
     {
         1,
         2,
         this.m_Modules.Length - 1
     };
     for (int j = 0; j < array.Length; j++)
     {
         int num = array[j];
         if (this.m_Modules[num] != null)
         {
             this.m_Modules[num].enabled   = true;
             this.m_Modules[num].visibleUI = true;
         }
     }
 }
Exemplo n.º 2
0
 private void ResetModules()
 {
     foreach (ModuleUI module in this.m_Modules)
     {
         if (module != null)
         {
             module.enabled = false;
             if (!ParticleEffectUI.GetAllModulesVisible())
             {
                 module.visibleUI = false;
             }
         }
     }
     if (this.m_Modules[this.m_Modules.Length - 1] == null)
     {
         this.InitRendererUI();
     }
     int[] numArray = new int[3] {
         1, 2, this.m_Modules.Length - 1
     };
     foreach (int index in numArray)
     {
         if (this.m_Modules[index] != null)
         {
             this.m_Modules[index].enabled   = true;
             this.m_Modules[index].visibleUI = true;
         }
     }
 }
Exemplo n.º 3
0
        private void InitAllEmitters(ParticleSystem[] shurikens)
        {
            int num = shurikens.Length;

            if (num == 0)
            {
                return;
            }
            this.m_Emitters = new ParticleSystemUI[num];
            for (int i = 0; i < num; i++)
            {
                this.m_Emitters[i] = new ParticleSystemUI();
                this.m_Emitters[i].Init(this, shurikens[i]);
            }
            ParticleSystemUI[] emitters = this.m_Emitters;
            for (int j = 0; j < emitters.Length; j++)
            {
                ParticleSystemUI particleSystemUI = emitters[j];
                ModuleUI[]       modules          = particleSystemUI.m_Modules;
                for (int k = 0; k < modules.Length; k++)
                {
                    ModuleUI moduleUI = modules[k];
                    if (moduleUI != null)
                    {
                        moduleUI.Validate();
                    }
                }
            }
            if (ParticleEffectUI.GetAllModulesVisible())
            {
                this.SetAllModulesVisible(true);
            }
        }
        private void InitAllEmitters(ParticleSystem[] shurikens)
        {
            int length = shurikens.Length;

            if (length == 0)
            {
                return;
            }
            this.m_Emitters = new ParticleSystemUI[length];
            for (int index = 0; index < length; ++index)
            {
                this.m_Emitters[index] = new ParticleSystemUI();
                this.m_Emitters[index].Init(this, shurikens[index]);
            }
            foreach (ParticleSystemUI emitter in this.m_Emitters)
            {
                foreach (ModuleUI module in emitter.m_Modules)
                {
                    if (module != null)
                    {
                        module.Validate();
                    }
                }
            }
            if (!ParticleEffectUI.GetAllModulesVisible())
            {
                return;
            }
            this.SetAllModulesVisible(true);
        }
Exemplo n.º 5
0
 private void ResetModules()
 {
     foreach (ModuleUI eui in this.m_Modules)
     {
         if (eui != null)
         {
             eui.enabled = false;
             if (!ParticleEffectUI.GetAllModulesVisible())
             {
                 eui.visibleUI = false;
             }
         }
     }
     if (this.m_Modules[this.m_Modules.Length - 1] == null)
     {
         this.InitRendererUI();
     }
     int[] numArray1 = new int[] { 1, 2, this.m_Modules.Length - 1 };
     foreach (int num3 in numArray1)
     {
         if (this.m_Modules[num3] != null)
         {
             this.m_Modules[num3].enabled   = true;
             this.m_Modules[num3].visibleUI = true;
         }
     }
 }
        void ResetModules()
        {
            // Reset all
            foreach (var module in m_Modules)
            {
                if (module != null)
                {
                    module.enabled = false;
                    if (!ParticleEffectUI.GetAllModulesVisible())
                    {
                        module.visibleUI = false;
                    }
                }
            }

            // Default setup has a renderer
            if (m_Modules.Last() == null)
            {
                InitRendererUI();
            }

            // Default setup has shape, emission and renderer
            int[] defaultEnabledModulesIndicies = { 1, 2, m_Modules.Length - 1 };
            for (int i = 0; i < defaultEnabledModulesIndicies.Length; ++i)
            {
                int moduleIndex = defaultEnabledModulesIndicies[i];
                if (m_Modules[moduleIndex] != null)
                {
                    m_Modules[moduleIndex].enabled   = true;
                    m_Modules[moduleIndex].visibleUI = true;
                }
            }
        }
Exemplo n.º 7
0
 internal void CheckVisibilityState()
 {
     if (!(this is RendererModuleUI) && !this.m_Enabled.boolValue && !ParticleEffectUI.GetAllModulesVisible())
     {
         this.SetVisibilityState(ModuleUI.VisibilityState.NotVisible);
     }
     if (this.m_Enabled.boolValue && !this.visibleUI)
     {
         this.SetVisibilityState(ModuleUI.VisibilityState.VisibleAndFolded);
     }
 }
Exemplo n.º 8
0
        private void ShowModuleMenu(int moduleIndex)
        {
            GenericMenu genericMenu = new GenericMenu();

            if (!ParticleEffectUI.GetAllModulesVisible())
            {
                genericMenu.AddItem(new GUIContent("Remove"), false, new GenericMenu.MenuFunction2(this.ModuleMenuCallback), moduleIndex);
            }
            else
            {
                genericMenu.AddDisabledItem(new GUIContent("Remove"));
            }
            genericMenu.ShowAsContext();
            Event.current.Use();
        }
        void ShowModuleMenu(int moduleIndex)
        {
            // Now create the menu, add items and show it
            GenericMenu menu = new GenericMenu();

            if (!ParticleEffectUI.GetAllModulesVisible())
            {
                menu.AddItem(EditorGUIUtility.TrTextContent("Remove"), false, ModuleMenuCallback, moduleIndex);
            }
            else
            {
                menu.AddDisabledItem(EditorGUIUtility.TrTextContent("Remove")); // Do not allow remove module when always show modules is enabled
            }
            menu.ShowAsContext();
            Event.current.Use();
        }
Exemplo n.º 10
0
        internal void CheckVisibilityState()
        {
            bool isRendererModule = this is RendererModuleUI;

            // Ensure disabled modules are only visible if show all modules is true. Except the renderer module, we want that
            // to be shown always if the module is there which means that we have a ParticleSystemRenderer
            if (!isRendererModule && !m_Enabled.boolValue && !ParticleEffectUI.GetAllModulesVisible())
            {
                SetVisibilityState(VisibilityState.NotVisible);
            }

            // Ensure enabled modules are visible
            if (m_Enabled.boolValue && !visibleUI)
            {
                SetVisibilityState(VisibilityState.VisibleAndFolded);
            }
        }
Exemplo n.º 11
0
        private void ModuleMenuCallback(object obj)
        {
            int index = (int)obj;

            if (index == (this.m_Modules.Length - 1))
            {
                this.ClearRenderer();
            }
            else
            {
                if (!ParticleEffectUI.GetAllModulesVisible())
                {
                    this.m_Modules[index].visibleUI = false;
                }
                this.m_Modules[index].enabled = false;
            }
        }
Exemplo n.º 12
0
        private void ModuleMenuCallback(object obj)
        {
            int  num  = (int)obj;
            bool flag = num == this.m_Modules.Length - 1;

            if (flag)
            {
                this.ClearRenderer();
            }
            else
            {
                if (!ParticleEffectUI.GetAllModulesVisible())
                {
                    this.m_Modules[num].visibleUI = false;
                }
                this.m_Modules[num].enabled = false;
            }
        }
Exemplo n.º 13
0
        void ModuleMenuCallback(object obj)
        {
            int  moduleIndex      = (int)obj;
            bool isRendererModule = (moduleIndex == m_Modules.Length - 1);

            if (isRendererModule)
            {
                ClearRenderers();
            }
            else
            {
                if (!ParticleEffectUI.GetAllModulesVisible())
                {
                    m_Modules[moduleIndex].visibleUI = false;
                }

                m_Modules[moduleIndex].enabled = false;
            }
        }
Exemplo n.º 14
0
        private void ShowAddModuleMenu()
        {
            GenericMenu genericMenu = new GenericMenu();

            for (int i = 0; i < ParticleSystemUI.s_ModuleNames.Length; i++)
            {
                if (this.m_Modules[i] == null || !this.m_Modules[i].visibleUI)
                {
                    genericMenu.AddItem(new GUIContent(ParticleSystemUI.s_ModuleNames[i]), false, new GenericMenu.MenuFunction2(this.AddModuleCallback), i);
                }
                else
                {
                    genericMenu.AddDisabledItem(new GUIContent(ParticleSystemUI.s_ModuleNames[i]));
                }
            }
            genericMenu.AddSeparator("");
            genericMenu.AddItem(new GUIContent("Show All Modules"), ParticleEffectUI.GetAllModulesVisible(), new GenericMenu.MenuFunction2(this.AddModuleCallback), 10000);
            genericMenu.ShowAsContext();
            Event.current.Use();
        }
Exemplo n.º 15
0
        private void ShowAddModuleMenu()
        {
            GenericMenu menu = new GenericMenu();

            for (int i = 0; i < s_ModuleNames.Length; i++)
            {
                if ((this.m_Modules[i] == null) || !this.m_Modules[i].visibleUI)
                {
                    menu.AddItem(new GUIContent(s_ModuleNames[i]), false, new GenericMenu.MenuFunction2(this.AddModuleCallback), i);
                }
                else
                {
                    menu.AddDisabledItem(new GUIContent(s_ModuleNames[i]));
                }
            }
            menu.AddSeparator(string.Empty);
            menu.AddItem(new GUIContent("Show All Modules"), ParticleEffectUI.GetAllModulesVisible(), new GenericMenu.MenuFunction2(this.AddModuleCallback), 0x2710);
            menu.ShowAsContext();
            Event.current.Use();
        }
Exemplo n.º 16
0
        private void AddModuleCallback(object obj)
        {
            int num = (int)obj;

            if (num >= 0 && num < this.m_Modules.Length)
            {
                if (num == this.m_Modules.Length - 1)
                {
                    this.InitRendererUI();
                }
                else
                {
                    this.m_Modules[num].enabled = true;
                    this.m_Modules[num].foldout = true;
                }
            }
            else
            {
                this.m_ParticleEffectUI.SetAllModulesVisible(!ParticleEffectUI.GetAllModulesVisible());
            }
            this.ApplyProperties();
        }
Exemplo n.º 17
0
        void ShowModuleMenu(int moduleIndex)
        {
            // Now create the menu, add items and show it
            GenericMenu menu = new GenericMenu();

            if (!ParticleEffectUI.GetAllModulesVisible())
            {
                menu.AddItem(EditorGUIUtility.TrTextContent("Remove"), false, ModuleMenuCallback, moduleIndex);
            }
            else
            {
                menu.AddDisabledItem(EditorGUIUtility.TrTextContent("Remove")); // Do not allow remove module when always show modules is enabled
            }
            var copy  = EditorGUIUtility.TrTextContent("Copy Module");
            var paste = EditorGUIUtility.TrTextContent("Paste Module");

            SerializedProperty prop = m_ParticleSystemSerializedObject.FindProperty(m_Modules[moduleIndex].moduleName);

            if (prop != null)
            {
                ClipboardContextMenu.overrideCopyContent  = copy;
                ClipboardContextMenu.overridePasteContent = paste;

                EditorGUI.DoPropertyContextMenu(prop, null, menu);

                ClipboardContextMenu.overrideCopyContent  = null;
                ClipboardContextMenu.overridePasteContent = null;

                Event.current.Use();
            }
            else if (m_RendererSerializedObject.targetObjectsCount == 1)
            {
                menu.AddItem(copy, false, () => UnityEditorInternal.ComponentUtility.CopyComponent(m_RendererSerializedObject.targetObject as Component));
                menu.AddItem(paste, false, () => UnityEditorInternal.ComponentUtility.PasteComponentValues(m_RendererSerializedObject.targetObject as Component));

                Event.current.Use();
                menu.ShowAsContext();
            }
        }
Exemplo n.º 18
0
        private void AddModuleCallback(object obj)
        {
            int index = (int)obj;

            if ((index >= 0) && (index < this.m_Modules.Length))
            {
                if (index == (this.m_Modules.Length - 1))
                {
                    this.InitRendererUI();
                }
                else
                {
                    this.m_Modules[index].enabled = true;
                    this.m_Modules[index].foldout = true;
                }
            }
            else
            {
                this.m_ParticleEffectUI.SetAllModulesVisible(!ParticleEffectUI.GetAllModulesVisible());
            }
            this.ApplyProperties();
        }
Exemplo n.º 19
0
        void AddModuleCallback(object obj)
        {
            int index = (int)obj;

            if (index >= 0 && index < m_Modules.Length)
            {
                if (index == m_Modules.Length - 1)
                {
                    InitRendererUI();
                }
                else
                {
                    m_Modules[index].enabled = true;
                    m_Modules[index].foldout = true;
                }
            }
            else
            {
                m_ParticleEffectUI.SetAllModulesVisible(!ParticleEffectUI.GetAllModulesVisible());
            }
            ApplyProperties();
        }
Exemplo n.º 20
0
        void ShowAddModuleMenu()
        {
            // Now create the menu, add items and show it
            GenericMenu menu = new GenericMenu();

            for (int i = 0; i < s_ModuleNames.Length; ++i)
            {
                if (m_Modules[i] == null || !m_Modules[i].visibleUI)
                {
                    menu.AddItem(new GUIContent(s_ModuleNames[i]), false, AddModuleCallback, i);
                }
                else
                {
                    menu.AddDisabledItem(new GUIContent(s_ModuleNames[i]));
                }
            }

            menu.AddSeparator("");
            menu.AddItem(EditorGUIUtility.TrTextContent("Show All Modules"), ParticleEffectUI.GetAllModulesVisible(), AddModuleCallback, 10000);
            menu.ShowAsContext();
            Event.current.Use();
        }
Exemplo n.º 21
0
        public bool InitializeIfNeeded(IEnumerable <ParticleSystem> systems)
        {
            bool flag = false;

            ParticleSystem[] array          = systems.ToArray <ParticleSystem>();
            bool             flag2          = array.Count <ParticleSystem>() > 1;
            bool             flag3          = false;
            ParticleSystem   particleSystem = null;

            ParticleSystem[] array2 = array;
            int i = 0;

            while (i < array2.Length)
            {
                ParticleSystem particleSystem2 = array2[i];
                if (flag2)
                {
                    ParticleSystem[] array3 = new ParticleSystem[]
                    {
                        particleSystem2
                    };
                    particleSystem = particleSystem2;
                    goto IL_11F;
                }
                ParticleSystem root = ParticleSystemEditorUtils.GetRoot(particleSystem2);
                if (!(root == null))
                {
                    ParticleSystem[] array3 = ParticleEffectUI.GetParticleSystems(root);
                    particleSystem = root;
                    if (this.m_SelectedParticleSystems != null && this.m_SelectedParticleSystems.Count > 0)
                    {
                        if (root == ParticleSystemEditorUtils.GetRoot(this.m_SelectedParticleSystems[0]))
                        {
                            if (this.m_ParticleSystemCurveEditor != null && this.m_Emitters != null && array3.Length == this.m_Emitters.Length && particleSystem2.gameObject.activeInHierarchy == this.m_EmittersActiveInHierarchy)
                            {
                                this.m_SelectedParticleSystems = new List <ParticleSystem>();
                                this.m_SelectedParticleSystems.Add(particleSystem2);
                                if (this.IsShowOnlySelectedMode())
                                {
                                    this.RefreshShowOnlySelected();
                                }
                                goto IL_1E6;
                            }
                        }
                    }
                    goto IL_11F;
                }
IL_1E6:
                i++;
                continue;
IL_11F:
                if (this.m_ParticleSystemCurveEditor != null)
                {
                    this.Clear();
                }
                flag3 = true;
                if (!flag)
                {
                    this.m_SelectedParticleSystems = new List <ParticleSystem>();
                    flag = true;
                }
                this.m_SelectedParticleSystems.Add(particleSystem2);
                if (!flag2)
                {
                    this.m_ParticleSystemCurveEditor = new ParticleSystemCurveEditor();
                    this.m_ParticleSystemCurveEditor.Init();
                    ParticleSystem[] array3;
                    int num = array3.Length;
                    if (num > 0)
                    {
                        this.m_Emitters = new ParticleSystemUI[num];
                        for (int j = 0; j < num; j++)
                        {
                            this.m_Emitters[j] = new ParticleSystemUI();
                            this.m_Emitters[j].Init(this, new ParticleSystem[]
                            {
                                array3[j]
                            });
                        }
                        this.m_EmittersActiveInHierarchy = particleSystem2.gameObject.activeInHierarchy;
                    }
                }
                goto IL_1E6;
            }
            if (flag3)
            {
                if (flag2)
                {
                    this.m_ParticleSystemCurveEditor = new ParticleSystemCurveEditor();
                    this.m_ParticleSystemCurveEditor.Init();
                    int count = this.m_SelectedParticleSystems.Count;
                    if (count > 0)
                    {
                        this.m_Emitters    = new ParticleSystemUI[1];
                        this.m_Emitters[0] = new ParticleSystemUI();
                        this.m_Emitters[0].Init(this, this.m_SelectedParticleSystems.ToArray());
                        this.m_EmittersActiveInHierarchy = this.m_SelectedParticleSystems[0].gameObject.activeInHierarchy;
                    }
                }
                ParticleSystemUI[] emitters = this.m_Emitters;
                for (int k = 0; k < emitters.Length; k++)
                {
                    ParticleSystemUI particleSystemUI = emitters[k];
                    ModuleUI[]       modules          = particleSystemUI.m_Modules;
                    for (int l = 0; l < modules.Length; l++)
                    {
                        ModuleUI moduleUI = modules[l];
                        if (moduleUI != null)
                        {
                            moduleUI.Validate();
                        }
                    }
                }
                if (ParticleEffectUI.GetAllModulesVisible())
                {
                    this.SetAllModulesVisible(true);
                }
                this.m_EmitterAreaWidth      = EditorPrefs.GetFloat("ParticleSystemEmitterAreaWidth", ParticleEffectUI.k_MinEmitterAreaSize.x);
                this.m_CurveEditorAreaHeight = EditorPrefs.GetFloat("ParticleSystemCurveEditorAreaHeight", ParticleEffectUI.k_MinCurveAreaSize.y);
                this.SetShowOnlySelectedMode(this.m_Owner is ParticleSystemWindow && SessionState.GetBool("ShowSelected" + particleSystem.GetInstanceID(), false));
                this.m_EmitterAreaScrollPos.x = SessionState.GetFloat("CurrentEmitterAreaScroll", 0f);
                if (this.ShouldManagePlaybackState(particleSystem))
                {
                    Vector3 vector = SessionState.GetVector3("SimulationState" + particleSystem.GetInstanceID(), Vector3.zero);
                    if (particleSystem.GetInstanceID() == (int)vector.x)
                    {
                        float z = vector.z;
                        if (z > 0f)
                        {
                            ParticleSystemEditorUtils.playbackTime = z;
                            ParticleSystemEditorUtils.PerformCompleteResimulation();
                        }
                    }
                    if (ParticleEffectUI.m_MainPlaybackSystem != particleSystem)
                    {
                        this.Play();
                    }
                }
            }
            ParticleEffectUI.m_MainPlaybackSystem = particleSystem;
            return(flag3);
        }