CreateUIModules() приватный статический Метод

private static CreateUIModules ( ParticleSystemUI e, SerializedObject so ) : UnityEditor.ModuleUI[]
e ParticleSystemUI
so SerializedObject
Результат UnityEditor.ModuleUI[]
Пример #1
0
 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();
 }
Пример #2
0
 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();
 }