// Automatically generated by BlenderSharp at 22/01/2025 02:21:57 namespace BlendFile.DNA { public struct BoidSettings { public int options; public int last_state_id; public float landing_smoothness; public float height; public float banking; public float pitch; public float health; public float aggression; public float strength; public float accuracy; public float range; public float air_min_speed; public float air_max_speed; public float air_max_acc; public float air_max_ave; public float air_personal_space; public float land_jump_speed; public float land_max_speed; public float land_max_acc; public float land_max_ave; public float land_personal_space; public float land_stick_force; public ListBase states; public BoidSettings( int options, int last_state_id, float landing_smoothness, float height, float banking, float pitch, float health, float aggression, float strength, float accuracy, float range, float air_min_speed, float air_max_speed, float air_max_acc, float air_max_ave, float air_personal_space, float land_jump_speed, float land_max_speed, float land_max_acc, float land_max_ave, float land_personal_space, float land_stick_force, ListBase states) { this.options = options; this.last_state_id = last_state_id; this.landing_smoothness = landing_smoothness; this.height = height; this.banking = banking; this.pitch = pitch; this.health = health; this.aggression = aggression; this.strength = strength; this.accuracy = accuracy; this.range = range; this.air_min_speed = air_min_speed; this.air_max_speed = air_max_speed; this.air_max_acc = air_max_acc; this.air_max_ave = air_max_ave; this.air_personal_space = air_personal_space; this.land_jump_speed = land_jump_speed; this.land_max_speed = land_max_speed; this.land_max_acc = land_max_acc; this.land_max_ave = land_max_ave; this.land_personal_space = land_personal_space; this.land_stick_force = land_stick_force; this.states = states; } } }