private void InitEffectUI()
{
if (this.m_IsVisible)
{
ParticleSystem lockedParticleSystem = ParticleSystemEditorUtils.lockedParticleSystem;
if ((lockedParticleSystem == null) && (Selection.activeGameObject != null))
{
lockedParticleSystem = Selection.activeGameObject.GetComponent<ParticleSystem>();
}
this.m_Target = lockedParticleSystem;
if (this.m_Target != null)
{
if (this.m_ParticleEffectUI == null)
{
this.m_ParticleEffectUI = new ParticleEffectUI(this);
}
if (this.m_ParticleEffectUI.InitializeIfNeeded(this.m_Target))
{
base.Repaint();
}
}
if ((this.m_Target == null) && (this.m_ParticleEffectUI != null))
{
this.Clear();
base.Repaint();
SceneView.RepaintAll();
GameView.RepaintAll();
}
}
}