void function ( AssetManager arg0 , ResourceData arg1 ) { for ( ParticleController loc0 : controllers ) { loc0 . save ( arg0 , arg1 ) ; } }
saves all the assets required by all the controllers inside this effect . concode_field_sep BoundingBox bounds concode_elem_sep Array<ParticleController> controllers concode_field_sep void init concode_elem_sep void rotate concode_elem_sep void rotate concode_elem_sep ParticleController findController concode_elem_sep Array<ParticleController> getControllers concode_elem_sep void setBatch concode_elem_sep void start concode_elem_sep void update concode_elem_sep void scale concode_elem_sep void scale concode_elem_sep void draw concode_elem_sep BoundingBox getBoundingBox concode_elem_sep void translate concode_elem_sep void load concode_elem_sep void setTransform concode_elem_sep void reset concode_elem_sep void end concode_elem_sep void dispose concode_elem_sep ParticleEffect copy