//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(124, "BoidSettings")] public struct BoidSettings { [DNAFieldAttribute(0, "int", "options", 4)] public int options; [DNAFieldAttribute(1, "int", "last_state_id", 4)] public int last_state_id; [DNAFieldAttribute(2, "float", "landing_smoothness", 4)] public float landing_smoothness; [DNAFieldAttribute(3, "float", "height", 4)] public float height; [DNAFieldAttribute(4, "float", "banking", 4)] public float banking; [DNAFieldAttribute(5, "float", "pitch", 4)] public float pitch; [DNAFieldAttribute(6, "float", "health", 4)] public float health; [DNAFieldAttribute(7, "float", "aggression", 4)] public float aggression; [DNAFieldAttribute(8, "float", "strength", 4)] public float strength; [DNAFieldAttribute(9, "float", "accuracy", 4)] public float accuracy; [DNAFieldAttribute(10, "float", "range", 4)] public float range; [DNAFieldAttribute(11, "float", "air_min_speed", 4)] public float air_min_speed; [DNAFieldAttribute(12, "float", "air_max_speed", 4)] public float air_max_speed; [DNAFieldAttribute(13, "float", "air_max_acc", 4)] public float air_max_acc; [DNAFieldAttribute(14, "float", "air_max_ave", 4)] public float air_max_ave; [DNAFieldAttribute(15, "float", "air_personal_space", 4)] public float air_personal_space; [DNAFieldAttribute(16, "float", "land_jump_speed", 4)] public float land_jump_speed; [DNAFieldAttribute(17, "float", "land_max_speed", 4)] public float land_max_speed; [DNAFieldAttribute(18, "float", "land_max_acc", 4)] public float land_max_acc; [DNAFieldAttribute(19, "float", "land_max_ave", 4)] public float land_max_ave; [DNAFieldAttribute(20, "float", "land_personal_space", 4)] public float land_personal_space; [DNAFieldAttribute(21, "float", "land_stick_force", 4)] public float land_stick_force; [DNAFieldAttribute(22, "ListBase", "states", 16)] public ListBase states; public BoidSettings( int options, int last_state_id, float landing_smoothness, float height, float banking, float pitch, float health, float aggression, float strength, float accuracy, float range, float air_min_speed, float air_max_speed, float air_max_acc, float air_max_ave, float air_personal_space, float land_jump_speed, float land_max_speed, float land_max_acc, float land_max_ave, float land_personal_space, float land_stick_force, ListBase states) { this.options = options; this.last_state_id = last_state_id; this.landing_smoothness = landing_smoothness; this.height = height; this.banking = banking; this.pitch = pitch; this.health = health; this.aggression = aggression; this.strength = strength; this.accuracy = accuracy; this.range = range; this.air_min_speed = air_min_speed; this.air_max_speed = air_max_speed; this.air_max_acc = air_max_acc; this.air_max_ave = air_max_ave; this.air_personal_space = air_personal_space; this.land_jump_speed = land_jump_speed; this.land_max_speed = land_max_speed; this.land_max_acc = land_max_acc; this.land_max_ave = land_max_ave; this.land_personal_space = land_personal_space; this.land_stick_force = land_stick_force; this.states = states; } } }