//------------------------------------------------------------------------------ // // 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 { public class GreasePencilBuildModifierData { public ModifierData modifier; public GreasePencilModifierInfluenceData influence; public float start_frame; public float end_frame; public float start_delay; public float length; public short flag; public short mode; public short transition; public short time_alignment; public float speed_fac; public float speed_maxgap; public short time_mode; public char[] _pad = new System.Char[6]; public Object ptr_object; public float percentage_fac; public float fade_fac; public char[] target_vgname = new System.Char[64]; public float fade_opacity_strength; public float fade_thickness_strength; public GreasePencilBuildModifierData( ModifierData modifier, GreasePencilModifierInfluenceData influence, 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 ptr_object, float percentage_fac, float fade_fac, char[] target_vgname, float fade_opacity_strength, float fade_thickness_strength) { this.modifier = modifier; this.influence = influence; 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.ptr_object = ptr_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; } } }