//------------------------------------------------------------------------------ // // 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(925, "WaveShaderFxData", 168)] public class WaveShaderFxData { [DNAFieldAttribute(104, "ShaderFxData", 0, "shaderfx", "ShaderFxData", false, 0)] public ShaderFxData shaderfx; [DNAFieldAttribute(4, "float", 1, "amplitude", "float", false, 104)] public float amplitude; [DNAFieldAttribute(4, "float", 2, "period", "float", false, 108)] public float period; [DNAFieldAttribute(4, "float", 3, "phase", "float", false, 112)] public float phase; [DNAFieldAttribute(4, "int", 4, "orientation", "int", false, 116)] public int orientation; [DNAFieldAttribute(4, "int", 5, "flag", "int", false, 120)] public int flag; [DNAArrayAttribute(4, "char", 6, "_pad[4]", "System.Char[]", 4, false, 124)] public char[] _pad = new System.Char[4]; [DNAFieldAttribute(40, "ShaderFxData_Runtime", 7, "runtime", "ShaderFxData_Runtime", false, 128)] public ShaderFxData_Runtime runtime; public WaveShaderFxData() { this.shaderfx = default; this.amplitude = default; this.period = default; this.phase = default; this.orientation = default; this.flag = default; this._pad = default; this.runtime = default; } public WaveShaderFxData(ShaderFxData shaderfx, float amplitude, float period, float phase, int orientation, int flag, char[] _pad, ShaderFxData_Runtime runtime) { this.shaderfx = shaderfx; this.amplitude = amplitude; this.period = period; this.phase = phase; this.orientation = orientation; this.flag = flag; this._pad = _pad; this.runtime = runtime; } } }