Unity3D2Babylon.SceneBuilder.ParseParticleSystems C# (CSharp) Method

ParseParticleSystems() private method

private ParseParticleSystems ( GameObject gameObject, string emitterId, List &particles ) : void
gameObject UnityEngine.GameObject
emitterId string
particles List
return void
        private void ParseParticleSystems(GameObject gameObject, string emitterId, ref List<BabylonExport.Entities.BabylonParticleSystem> particles)
        {
            var particle = gameObject.GetComponent<UnityEditor.BabylonParticleSystem>();
            if (particle != null && particle.exportParticle)
            {
                var particleSystem = new BabylonExport.Entities.BabylonParticleSystem();
                particleSystem.name = (!String.IsNullOrEmpty(particle.particleName)) ? particle.particleName : String.Format("particalSystem#" + Guid.NewGuid().ToString());
                particleSystem.emitterId = emitterId;
                particleSystem.linkToEmitter = true;
                particleSystem.preventAutoStart = !particle.autoStart;
                particleSystem.textureMask = particle.textureMask.ToFloat();
                particleSystem.updateSpeed = particle.updateSpeed;
                particleSystem.emitRate = particle.emitRate;
                particleSystem.gravity = particle.gravity.ToFloat();
                particleSystem.blendMode = (int)particle.blendMode;
                particleSystem.capacity = particle.capacity;
                particleSystem.color1 = particle.color1.ToFloat();
                particleSystem.color2 = particle.color2.ToFloat();
                particleSystem.colorDead = particle.colorDead.ToFloat();
                particleSystem.direction1 = particle.direction1.ToFloat();
                particleSystem.direction2 = particle.direction2.ToFloat();
                particleSystem.minEmitBox = particle.minEmitBox.ToFloat();
                particleSystem.maxEmitBox = particle.maxEmitBox.ToFloat();
                particleSystem.minEmitPower = particle.minEmitPower;
                particleSystem.maxEmitPower = particle.maxEmitPower;
                particleSystem.minLifeTime = particle.minLifeTime;
                particleSystem.maxLifeTime = particle.maxLifeTime;
                particleSystem.minSize = particle.minSize;
                particleSystem.maxSize = particle.maxSize;
                particleSystem.minAngularSpeed = particle.minAngularSpeed;
                particleSystem.maxAngularSpeed = particle.maxAngularSpeed;
                particleSystem.targetStopFrame = particle.targetStopFrame;
                particleSystem.deadAlpha = particle.deadAlpha;
                if (particle.texture != null)
                {
                    var babylonTexture = new BabylonTexture();
                    var texturePath = AssetDatabase.GetAssetPath(particle.texture);
                    CopyTexture(texturePath, particle.texture, babylonTexture);
                    particleSystem.textureName = Path.GetFileName(texturePath);
                }
                particles.Add(particleSystem);
            }
        }