private bool ValidateSubemitter(ParticleSystem subEmitter)
{
if (subEmitter == null)
{
return false;
}
ParticleSystem root = base.m_ParticleSystemUI.m_ParticleEffectUI.GetRoot();
if (root.gameObject.activeInHierarchy && !subEmitter.gameObject.activeInHierarchy)
{
string message = string.Format("The assigned sub emitter is part of a prefab and can therefore not be assigned.", new object[0]);
EditorUtility.DisplayDialog("Invalid Sub Emitter", message, "Ok");
return false;
}
if (!root.gameObject.activeInHierarchy && subEmitter.gameObject.activeInHierarchy)
{
string str2 = string.Format("The assigned sub emitter is part of a scene object and can therefore not be assigned to a prefab.", new object[0]);
EditorUtility.DisplayDialog("Invalid Sub Emitter", str2, "Ok");
return false;
}
return true;
}