//------------------------------------------------------------------------------ // // 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")] public class BoidState { [DNAFieldAttribute(0, "BoidState", "*next", 128)] public BoidState ptr_next; [DNAFieldAttribute(1, "BoidState", "*prev", 128)] public BoidState ptr_prev; [DNAFieldAttribute(2, "ListBase", "rules", 16)] public ListBase rules; [DNAFieldAttribute(3, "ListBase", "conditions", 16)] public ListBase conditions; [DNAFieldAttribute(4, "ListBase", "actions", 16)] public ListBase actions; [DNAFieldAttribute(5, "char", "name[32]", 1)] public char[] name = new System.Char[32]; [DNAFieldAttribute(6, "int", "id", 4)] public int id; [DNAFieldAttribute(7, "int", "flag", 4)] public int flag; [DNAFieldAttribute(8, "int", "ruleset_type", 4)] public int ruleset_type; [DNAFieldAttribute(9, "float", "rule_fuzziness", 4)] public float rule_fuzziness; [DNAFieldAttribute(10, "int", "signal_id", 4)] public int signal_id; [DNAFieldAttribute(11, "int", "channels", 4)] public int channels; [DNAFieldAttribute(12, "float", "volume", 4)] public float volume; [DNAFieldAttribute(13, "float", "falloff", 4)] public float falloff; public BoidState() { this.ptr_next = default; this.ptr_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 ptr_next, BoidState ptr_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.ptr_next = ptr_next; this.ptr_prev = ptr_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; } } }