private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     if (!(e.IsShaderRegistryEvent || e.IsBufferRegistryEvent))
     {
         _ParticleSystemChanged = true;
     }
 }
Пример #2
0
 private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     if (!e.IsShaderEvent)
     {
         _ParticleSystemChanged = true;
     }
     UpdateOutputPins();
 }
Пример #3
0
 private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     UpdateOutputPins();
 }
Пример #4
0
 private void HandleRegistryChange(object sender, ParticleSystemRegistryEventArgs e)
 {
     _ParticleSystemChanged = true;
 }