//------------------------------------------------------------------------------ // // 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(987, "uiFontStyle")] public struct uiFontStyle { [DNAFieldAttribute(0, "short", "uifont_id", "short", 2)] public short uifont_id; [DNAFieldAttribute(1, "char", "_pad1[2]", "System.Char[]", 1)] public char[] _pad1 = new System.Char[2]; [DNAFieldAttribute(2, "float", "points", "float", 4)] public float points; [DNAFieldAttribute(3, "short", "italic", "short", 2)] public short italic; [DNAFieldAttribute(4, "short", "bold", "short", 2)] public short bold; [DNAFieldAttribute(5, "short", "shadow", "short", 2)] public short shadow; [DNAFieldAttribute(6, "short", "shadx", "short", 2)] public short shadx; [DNAFieldAttribute(7, "short", "shady", "short", 2)] public short shady; [DNAFieldAttribute(8, "char", "_pad0[2]", "System.Char[]", 1)] public char[] _pad0 = new System.Char[2]; [DNAFieldAttribute(9, "float", "shadowalpha", "float", 4)] public float shadowalpha; [DNAFieldAttribute(10, "float", "shadowcolor", "float", 4)] public float shadowcolor; [DNAFieldAttribute(11, "int", "character_weight", "int", 4)] public int character_weight; public uiFontStyle() { this.uifont_id = default; this._pad1 = default; this.points = default; this.italic = default; this.bold = default; this.shadow = default; this.shadx = default; this.shady = default; this._pad0 = default; this.shadowalpha = default; this.shadowcolor = default; this.character_weight = default; } public uiFontStyle(short uifont_id, char[] _pad1, float points, short italic, short bold, short shadow, short shadx, short shady, char[] _pad0, float shadowalpha, float shadowcolor, int character_weight) { this.uifont_id = uifont_id; this._pad1 = _pad1; this.points = points; this.italic = italic; this.bold = bold; this.shadow = shadow; this.shadx = shadx; this.shady = shady; this._pad0 = _pad0; this.shadowalpha = shadowalpha; this.shadowcolor = shadowcolor; this.character_weight = character_weight; } } }