GetParticleSystemRenderer() private method

private GetParticleSystemRenderer ( ) : ParticleSystemRenderer
return UnityEngine.ParticleSystemRenderer
Exemplo n.º 1
0
 internal void SetAllModulesVisible(bool showAll)
 {
     EditorPrefs.SetBool("ParticleSystemShowAllModules", showAll);
     ParticleSystemUI[] emitters = this.m_Emitters;
     for (int i = 0; i < emitters.Length; i++)
     {
         ParticleSystemUI particleSystemUI = emitters[i];
         for (int j = 0; j < particleSystemUI.m_Modules.Length; j++)
         {
             ModuleUI moduleUI = particleSystemUI.m_Modules[j];
             if (moduleUI != null)
             {
                 if (showAll)
                 {
                     if (!moduleUI.visibleUI)
                     {
                         moduleUI.visibleUI = true;
                     }
                 }
                 else
                 {
                     bool flag = true;
                     if (moduleUI is RendererModuleUI && particleSystemUI.GetParticleSystemRenderer() != null)
                     {
                         flag = false;
                     }
                     if (flag && !moduleUI.enabled)
                     {
                         moduleUI.visibleUI = false;
                     }
                 }
             }
         }
     }
 }
Exemplo n.º 2
0
 internal void RefreshShowOnlySelected()
 {
     if (this.IsShowOnlySelectedMode())
     {
         int[] instanceIDs           = Selection.instanceIDs;
         ParticleSystemUI[] emitters = this.m_Emitters;
         for (int i = 0; i < emitters.Length; i++)
         {
             ParticleSystemUI       particleSystemUI       = emitters[i];
             ParticleSystemRenderer particleSystemRenderer = particleSystemUI.GetParticleSystemRenderer();
             if (particleSystemRenderer != null)
             {
                 particleSystemRenderer.editorEnabled = instanceIDs.Contains(particleSystemUI.m_ParticleSystem.gameObject.GetInstanceID());
             }
         }
     }
     else
     {
         ParticleSystemUI[] emitters2 = this.m_Emitters;
         for (int j = 0; j < emitters2.Length; j++)
         {
             ParticleSystemUI       particleSystemUI2       = emitters2[j];
             ParticleSystemRenderer particleSystemRenderer2 = particleSystemUI2.GetParticleSystemRenderer();
             if (particleSystemRenderer2 != null)
             {
                 particleSystemRenderer2.editorEnabled = true;
             }
         }
     }
 }