//------------------------------------------------------------------------------ // // 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(473, "BooleanModifierData", 152)] public class BooleanModifierData { [DNAFieldAttribute(120, "ModifierData", 0, "modifier", "ModifierData", false, 0)] public ModifierData modifier; [DNAFieldAttribute(8, "Object", 1, "*object", "Object", true, 120)] public Object @object; [DNAFieldAttribute(8, "Collection", 2, "*collection", "Collection", true, 128)] public Collection collection; [DNAFieldAttribute(4, "float", 3, "double_threshold", "float", false, 136)] public float double_threshold; [DNAFieldAttribute(1, "char", 4, "operation", "char", false, 140)] public char operation; [DNAFieldAttribute(1, "char", 5, "solver", "char", false, 141)] public char solver; [DNAFieldAttribute(1, "char", 6, "material_mode", "char", false, 142)] public char material_mode; [DNAFieldAttribute(1, "char", 7, "flag", "char", false, 143)] public char flag; [DNAFieldAttribute(1, "char", 8, "bm_flag", "char", false, 144)] public char bm_flag; [DNAFieldAttribute(7, "char", 9, "_pad[7]", "System.Char[]", false, 145)] public char[] _pad = new System.Char[7]; public BooleanModifierData() { this.modifier = default; this.@object = default; this.collection = default; this.double_threshold = default; this.operation = default; this.solver = default; this.material_mode = default; this.flag = default; this.bm_flag = default; this._pad = default; } public BooleanModifierData(ModifierData modifier, Object @object, Collection collection, float double_threshold, char operation, char solver, char material_mode, char flag, char bm_flag, char[] _pad) { this.modifier = modifier; this.@object = @object; this.collection = collection; this.double_threshold = double_threshold; this.operation = operation; this.solver = solver; this.material_mode = material_mode; this.flag = flag; this.bm_flag = bm_flag; this._pad = _pad; } } }