//------------------------------------------------------------------------------ // // 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(277, "SubdivGpencilModifierData")] public class SubdivGpencilModifierData { [DNAFieldAttribute(0, "GpencilModifierData", "modifier", "GpencilModifierData", 104)] public GpencilModifierData modifier; [DNAFieldAttribute(1, "Material", "*material", "Material", 392)] public Material ptr_material; [DNAFieldAttribute(2, "char", "layername[64]", "System.Char[]", 1)] public char[] layername = new System.Char[64]; [DNAFieldAttribute(3, "char", "materialname[64]", "System.Char[]", 1)] public char[] materialname = new System.Char[64]; [DNAFieldAttribute(4, "int", "pass_index", "int", 4)] public int pass_index; [DNAFieldAttribute(5, "int", "flag", "int", 4)] public int flag; [DNAFieldAttribute(6, "int", "level", "int", 4)] public int level; [DNAFieldAttribute(7, "int", "layer_pass", "int", 4)] public int layer_pass; [DNAFieldAttribute(8, "short", "type", "short", 2)] public short type; [DNAFieldAttribute(9, "char", "_pad[6]", "System.Char[]", 1)] public char[] _pad = new System.Char[6]; public SubdivGpencilModifierData() { this.modifier = default; this.ptr_material = default; this.layername = default; this.materialname = default; this.pass_index = default; this.flag = default; this.level = default; this.layer_pass = default; this.type = default; this._pad = default; } public SubdivGpencilModifierData(GpencilModifierData modifier, Material ptr_material, char[] layername, char[] materialname, int pass_index, int flag, int level, int layer_pass, short type, char[] _pad) { this.modifier = modifier; this.ptr_material = ptr_material; this.layername = layername; this.materialname = materialname; this.pass_index = pass_index; this.flag = flag; this.level = level; this.layer_pass = layer_pass; this.type = type; this._pad = _pad; } } }