private void CheckIfChild(Object subEmitter)
{
if (subEmitter != null)
{
ParticleSystem root = base.m_ParticleSystemUI.m_ParticleEffectUI.GetRoot();
if (!IsChild(subEmitter as ParticleSystem, root))
{
string message = string.Format("The assigned sub emitter is not a child of the current root particle system GameObject: '{0}' and is therefore NOT considered a part of the current effect. Do you want to reparent it?", root.gameObject.name);
if (EditorUtility.DisplayDialog("Reparent GameObjects", message, "Yes, Reparent", "No"))
{
if (EditorUtility.IsPersistent(subEmitter))
{
GameObject obj2 = Object.Instantiate(subEmitter) as GameObject;
if (obj2 != null)
{
obj2.transform.parent = base.m_ParticleSystemUI.m_ParticleSystem.transform;
obj2.transform.localPosition = Vector3.zero;
obj2.transform.localRotation = Quaternion.identity;
}
}
else
{
ParticleSystem system2 = subEmitter as ParticleSystem;
if (system2 != null)
{
Undo.SetTransformParent(system2.gameObject.transform.transform, base.m_ParticleSystemUI.m_ParticleSystem.transform, "Reparent sub emitter");
}
}
}
}
}
}