private void EmitterMenuCallback(object obj)
{
switch (((int) obj))
{
case 0:
this.m_ParticleEffectUI.CreateParticleSystem(this.m_ParticleSystem, SubModuleUI.SubEmitterType.None);
break;
case 1:
this.ResetModules();
break;
case 2:
EditorGUIUtility.PingObject(this.m_ParticleSystem);
break;
}
}