internal void SetAllModulesVisible(bool showAll)
{
EditorPrefs.SetBool("ParticleSystemShowAllModules", showAll);
foreach (ParticleSystemUI mui in this.m_Emitters)
{
for (int i = 0; i < mui.m_Modules.Length; i++)
{
ModuleUI eui = mui.m_Modules[i];
if (eui != null)
{
if (showAll)
{
if (!eui.visibleUI)
{
eui.visibleUI = true;
}
}
else
{
bool flag = true;
if ((eui is RendererModuleUI) && (mui.GetParticleSystemRenderer() != null))
{
flag = false;
}
if (flag && !eui.enabled)
{
eui.visibleUI = false;
}
}
}
}
}
}