UnityEditor.ParticleSystemUI.CreateUIModules C# (CSharp) Method

CreateUIModules() private static method

private static CreateUIModules ( ParticleSystemUI e, SerializedObject so ) : UnityEditor.ModuleUI[]
e ParticleSystemUI
so SerializedObject
return UnityEditor.ModuleUI[]
        private static ModuleUI[] CreateUIModules(ParticleSystemUI e, SerializedObject so)
        {
            int num = 0;
            ModuleUI[] euiArray1 = new ModuleUI[0x16];
            euiArray1[0] = new InitialModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[1] = new EmissionModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[2] = new ShapeModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[3] = new VelocityModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[4] = new ClampVelocityModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[5] = new InheritVelocityModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[6] = new ForceModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[7] = new ColorModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[8] = new ColorByVelocityModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[9] = new SizeModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[10] = new SizeByVelocityModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[11] = new RotationModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[12] = new RotationByVelocityModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[13] = new ExternalForcesModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[14] = new NoiseModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[15] = new CollisionModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[0x10] = new TriggerModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[0x11] = new SubModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[0x12] = new UVModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[0x13] = new LightsModuleUI(e, so, s_ModuleNames[num++]);
            euiArray1[20] = new TrailModuleUI(e, so, s_ModuleNames[num++]);
            return euiArray1;
        }

Usage Example

示例#1
0
 public void Init(ParticleEffectUI owner, ParticleSystem[] systems)
 {
     if (ParticleSystemUI.s_ModuleNames == null)
     {
         ParticleSystemUI.s_ModuleNames = ParticleSystemUI.GetUIModuleNames();
     }
     this.m_ParticleEffectUI = owner;
     this.m_ParticleSystems  = systems;
     this.m_ParticleSystemSerializedObject = new SerializedObject(this.m_ParticleSystems);
     this.m_RendererSerializedObject       = null;
     this.m_SupportsCullingText            = null;
     this.m_Modules = ParticleSystemUI.CreateUIModules(this, this.m_ParticleSystemSerializedObject);
     if (!(this.m_ParticleSystems.FirstOrDefault((ParticleSystem o) => o.GetComponent <ParticleSystemRenderer>() == null) != null))
     {
         this.InitRendererUI();
     }
     this.UpdateParticleSystemInfoString();
 }
All Usage Examples Of UnityEditor.ParticleSystemUI::CreateUIModules