//------------------------------------------------------------------------------ // // 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(285, "BuildGpencilModifierData", 376)] public class BuildGpencilModifierData { [DNAFieldAttribute(104, "GpencilModifierData", 0, "modifier", "GpencilModifierData", false, 0)] public GpencilModifierData modifier; [DNAFieldAttribute(8, "Material", 1, "*material", "Material", true, 104)] public Material material; [DNAFieldAttribute(64, "char", 2, "layername[64]", "System.Char[]", false, 112)] public char[] layername = new System.Char[64]; [DNAFieldAttribute(4, "int", 3, "pass_index", "int", false, 176)] public int pass_index; [DNAFieldAttribute(64, "char", 4, "materialname[64]", "System.Char[]", false, 180)] public char[] materialname = new System.Char[64]; [DNAFieldAttribute(4, "int", 5, "layer_pass", "int", false, 244)] public int layer_pass; [DNAFieldAttribute(4, "float", 6, "start_frame", "float", false, 248)] public float start_frame; [DNAFieldAttribute(4, "float", 7, "end_frame", "float", false, 252)] public float end_frame; [DNAFieldAttribute(4, "float", 8, "start_delay", "float", false, 256)] public float start_delay; [DNAFieldAttribute(4, "float", 9, "length", "float", false, 260)] public float length; [DNAFieldAttribute(2, "short", 10, "flag", "short", false, 264)] public short flag; [DNAFieldAttribute(2, "short", 11, "mode", "short", false, 266)] public short mode; [DNAFieldAttribute(2, "short", 12, "transition", "short", false, 268)] public short transition; [DNAFieldAttribute(2, "short", 13, "time_alignment", "short", false, 270)] public short time_alignment; [DNAFieldAttribute(4, "float", 14, "speed_fac", "float", false, 272)] public float speed_fac; [DNAFieldAttribute(4, "float", 15, "speed_maxgap", "float", false, 276)] public float speed_maxgap; [DNAFieldAttribute(2, "short", 16, "time_mode", "short", false, 280)] public short time_mode; [DNAFieldAttribute(6, "char", 17, "_pad[6]", "System.Char[]", false, 282)] public char[] _pad = new System.Char[6]; [DNAFieldAttribute(8, "Object", 18, "*object", "Object", true, 288)] public Object @object; [DNAFieldAttribute(4, "float", 19, "percentage_fac", "float", false, 296)] public float percentage_fac; [DNAFieldAttribute(4, "float", 20, "fade_fac", "float", false, 300)] public float fade_fac; [DNAFieldAttribute(64, "char", 21, "target_vgname[64]", "System.Char[]", false, 304)] public char[] target_vgname = new System.Char[64]; [DNAFieldAttribute(4, "float", 22, "fade_opacity_strength", "float", false, 368)] public float fade_opacity_strength; [DNAFieldAttribute(4, "float", 23, "fade_thickness_strength", "float", false, 372)] public float fade_thickness_strength; public BuildGpencilModifierData() { this.modifier = default; this.material = default; this.layername = default; this.pass_index = default; this.materialname = default; this.layer_pass = default; this.start_frame = default; this.end_frame = default; this.start_delay = default; this.length = default; this.flag = default; this.mode = default; this.transition = default; this.time_alignment = default; this.speed_fac = default; this.speed_maxgap = default; this.time_mode = default; this._pad = default; this.@object = default; this.percentage_fac = default; this.fade_fac = default; this.target_vgname = default; this.fade_opacity_strength = default; this.fade_thickness_strength = default; } public BuildGpencilModifierData( GpencilModifierData modifier, Material material, char[] layername, int pass_index, char[] materialname, int layer_pass, float start_frame, float end_frame, float start_delay, float length, short flag, short mode, short transition, short time_alignment, float speed_fac, float speed_maxgap, short time_mode, char[] _pad, Object @object, float percentage_fac, float fade_fac, char[] target_vgname, float fade_opacity_strength, float fade_thickness_strength) { this.modifier = modifier; this.material = material; this.layername = layername; this.pass_index = pass_index; this.materialname = materialname; this.layer_pass = layer_pass; this.start_frame = start_frame; this.end_frame = end_frame; this.start_delay = start_delay; this.length = length; this.flag = flag; this.mode = mode; this.transition = transition; this.time_alignment = time_alignment; this.speed_fac = speed_fac; this.speed_maxgap = speed_maxgap; this.time_mode = time_mode; this._pad = _pad; this.@object = @object; this.percentage_fac = percentage_fac; this.fade_fac = fade_fac; this.target_vgname = target_vgname; this.fade_opacity_strength = fade_opacity_strength; this.fade_thickness_strength = fade_thickness_strength; } } }