//------------------------------------------------------------------------------ // // 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(320, "GreasePencilOnionSkinningSettings", 40)] public struct GreasePencilOnionSkinningSettings { [DNAFieldAttribute(0, "float", "opacity", "float", 4, false)] public float opacity; [DNAFieldAttribute(1, "int8_t", "mode", "int8_t", 1, false)] public sbyte mode; [DNAFieldAttribute(2, "uchar", "flag", "uchar", 1, false)] public byte flag; [DNAFieldAttribute(3, "uchar", "filter", "uchar", 1, false)] public byte filter; [DNAFieldAttribute(4, "char", "_pad[1]", "System.Char[]", 1, false)] public char[] _pad = new System.Char[1]; [DNAFieldAttribute(5, "short", "num_frames_before", "short", 2, false)] public short num_frames_before; [DNAFieldAttribute(6, "short", "num_frames_after", "short", 2, false)] public short num_frames_after; [DNAFieldAttribute(7, "float", "color_before[3]", "System.Single[]", 12, false)] public float[] color_before = new System.Single[3]; [DNAFieldAttribute(8, "float", "color_after[3]", "System.Single[]", 12, false)] public float[] color_after = new System.Single[3]; [DNAFieldAttribute(9, "char", "_pad2[4]", "System.Char[]", 4, false)] public char[] _pad2 = new System.Char[4]; public GreasePencilOnionSkinningSettings() { this.opacity = default; this.mode = default; this.flag = default; this.filter = default; this._pad = default; this.num_frames_before = default; this.num_frames_after = default; this.color_before = default; this.color_after = default; this._pad2 = default; } public GreasePencilOnionSkinningSettings(float opacity, sbyte mode, byte flag, byte filter, char[] _pad, short num_frames_before, short num_frames_after, float[] color_before, float[] color_after, char[] _pad2) { this.opacity = opacity; this.mode = mode; this.flag = flag; this.filter = filter; this._pad = _pad; this.num_frames_before = num_frames_before; this.num_frames_after = num_frames_after; this.color_before = color_before; this.color_after = color_after; this._pad2 = _pad2; } } }