internal void UndoRedoPerformed() { foreach (ParticleSystemUI mui in this.m_Emitters) { foreach (ModuleUI eui in mui.m_Modules) { if (eui != null) { eui.CheckVisibilityState(); } } } this.m_Owner.Repaint(); }
void UndoRedoPerformed() { if (m_ParticleEffectUI != null) { m_ParticleEffectUI.UndoRedoPerformed(); } Repaint(); }