//------------------------------------------------------------------------------ // // 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(123, "BoidState", 128)] public class BoidState { [DNAFieldAttribute(8, "BoidState", 0, "*next", "BoidState", true, 0)] public BoidState next; [DNAFieldAttribute(8, "BoidState", 1, "*prev", "BoidState", true, 8)] public BoidState prev; [DNAFieldAttribute(16, "ListBase", 2, "rules", "ListBase", false, 16)] public ListBase rules; [DNAFieldAttribute(16, "ListBase", 3, "conditions", "ListBase", false, 32)] public ListBase conditions; [DNAFieldAttribute(16, "ListBase", 4, "actions", "ListBase", false, 48)] public ListBase actions; [DNAFieldAttribute(32, "char", 5, "name[32]", "System.Char[]", false, 64)] public char[] name = new System.Char[32]; [DNAFieldAttribute(4, "int", 6, "id", "int", false, 96)] public int id; [DNAFieldAttribute(4, "int", 7, "flag", "int", false, 100)] public int flag; [DNAFieldAttribute(4, "int", 8, "ruleset_type", "int", false, 104)] public int ruleset_type; [DNAFieldAttribute(4, "float", 9, "rule_fuzziness", "float", false, 108)] public float rule_fuzziness; [DNAFieldAttribute(4, "int", 10, "signal_id", "int", false, 112)] public int signal_id; [DNAFieldAttribute(4, "int", 11, "channels", "int", false, 116)] public int channels; [DNAFieldAttribute(4, "float", 12, "volume", "float", false, 120)] public float volume; [DNAFieldAttribute(4, "float", 13, "falloff", "float", false, 124)] public float falloff; public BoidState() { this.next = default; this.prev = default; this.rules = default; this.conditions = default; this.actions = default; this.name = default; this.id = default; this.flag = default; this.ruleset_type = default; this.rule_fuzziness = default; this.signal_id = default; this.channels = default; this.volume = default; this.falloff = default; } public BoidState(BoidState next, BoidState prev, ListBase rules, ListBase conditions, ListBase actions, char[] name, int id, int flag, int ruleset_type, float rule_fuzziness, int signal_id, int channels, float volume, float falloff) { this.next = next; this.prev = prev; this.rules = rules; this.conditions = conditions; this.actions = actions; this.name = name; this.id = id; this.flag = flag; this.ruleset_type = ruleset_type; this.rule_fuzziness = rule_fuzziness; this.signal_id = signal_id; this.channels = channels; this.volume = volume; this.falloff = falloff; } } }