//------------------------------------------------------------------------------ // // 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(291, "MirrorGpencilModifierData", 264)] public class MirrorGpencilModifierData { [DNAFieldAttribute(104, "GpencilModifierData", 0, "modifier", "GpencilModifierData", false, 0)] public GpencilModifierData modifier; [DNAFieldAttribute(8, "Object", 1, "*object", "Object", true, 104)] public Object @object; [DNAFieldAttribute(8, "Material", 2, "*material", "Material", true, 112)] public Material material; [DNAArrayAttribute(64, "char", 3, "layername[64]", "System.Char[]", 64, false, 120)] public char[] layername = new System.Char[64]; [DNAArrayAttribute(64, "char", 4, "materialname[64]", "System.Char[]", 64, false, 184)] public char[] materialname = new System.Char[64]; [DNAFieldAttribute(4, "int", 5, "pass_index", "int", false, 248)] public int pass_index; [DNAFieldAttribute(4, "int", 6, "flag", "int", false, 252)] public int flag; [DNAFieldAttribute(4, "int", 7, "layer_pass", "int", false, 256)] public int layer_pass; [DNAArrayAttribute(4, "char", 8, "_pad[4]", "System.Char[]", 4, false, 260)] public char[] _pad = new System.Char[4]; public MirrorGpencilModifierData() { this.modifier = default; this.@object = default; this.material = default; this.layername = default; this.materialname = default; this.pass_index = default; this.flag = default; this.layer_pass = default; this._pad = default; } public MirrorGpencilModifierData(GpencilModifierData modifier, Object @object, Material material, char[] layername, char[] materialname, int pass_index, int flag, int layer_pass, char[] _pad) { this.modifier = modifier; this.@object = @object; this.material = material; this.layername = layername; this.materialname = materialname; this.pass_index = pass_index; this.flag = flag; this.layer_pass = layer_pass; this._pad = _pad; } } }