//------------------------------------------------------------------------------ // // 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(329, "ImageTile")] public class ImageTile { [DNAFieldAttribute(0, "ImageTile", "*next", 136)] public ImageTile ptr_next; [DNAFieldAttribute(1, "ImageTile", "*prev", 136)] public ImageTile ptr_prev; [DNAFieldAttribute(2, "ImageTile_Runtime", "runtime", 24)] public ImageTile_Runtime runtime; [DNAFieldAttribute(3, "int", "tile_number", 4)] public int tile_number; [DNAFieldAttribute(4, "int", "gen_x", 4)] public int gen_x; [DNAFieldAttribute(5, "int", "gen_y", 4)] public int gen_y; [DNAFieldAttribute(6, "char", "gen_type", 1)] public char gen_type; [DNAFieldAttribute(7, "char", "gen_flag", 1)] public char gen_flag; [DNAFieldAttribute(8, "short", "gen_depth", 2)] public short gen_depth; [DNAFieldAttribute(9, "float", "gen_color[4]", 4)] public float[] gen_color = new System.Single[4]; [DNAFieldAttribute(10, "char", "label[64]", 1)] public char[] label = new System.Char[64]; public ImageTile(ImageTile ptr_next, ImageTile ptr_prev, ImageTile_Runtime runtime, int tile_number, int gen_x, int gen_y, char gen_type, char gen_flag, short gen_depth, float[] gen_color, char[] label) { this.ptr_next = ptr_next; this.ptr_prev = ptr_prev; this.runtime = runtime; this.tile_number = tile_number; this.gen_x = gen_x; this.gen_y = gen_y; this.gen_type = gen_type; this.gen_flag = gen_flag; this.gen_depth = gen_depth; this.gen_color = gen_color; this.label = label; } } }