60 lines
2.5 KiB
C#
60 lines
2.5 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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namespace BlendFile.DNA {
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using BlendFile;
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[DNAClassAttribute(291, "MirrorGpencilModifierData", 264)]
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public class MirrorGpencilModifierData {
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[DNAFieldAttribute(104, "GpencilModifierData", 0, "modifier", "GpencilModifierData", false, 0)]
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public GpencilModifierData modifier;
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[DNAFieldAttribute(8, "Object", 1, "*object", "Object", true, 104)]
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public Object @object;
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[DNAFieldAttribute(8, "Material", 2, "*material", "Material", true, 112)]
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public Material material;
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[DNAArrayAttribute(64, "char", 3, "layername[64]", "System.Char[]", 64, false, 120)]
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public char[] layername = new System.Char[64];
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[DNAArrayAttribute(64, "char", 4, "materialname[64]", "System.Char[]", 64, false, 184)]
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public char[] materialname = new System.Char[64];
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[DNAFieldAttribute(4, "int", 5, "pass_index", "int", false, 248)]
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public int pass_index;
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[DNAFieldAttribute(4, "int", 6, "flag", "int", false, 252)]
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public int flag;
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[DNAFieldAttribute(4, "int", 7, "layer_pass", "int", false, 256)]
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public int layer_pass;
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[DNAArrayAttribute(4, "char", 8, "_pad[4]", "System.Char[]", 4, false, 260)]
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public char[] _pad = new System.Char[4];
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public MirrorGpencilModifierData() {
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this.modifier = default;
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this.@object = default;
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this.material = default;
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this.layername = default;
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this.materialname = default;
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this.pass_index = default;
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this.flag = default;
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this.layer_pass = default;
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this._pad = default;
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}
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public MirrorGpencilModifierData(GpencilModifierData modifier, Object @object, Material material, char[] layername, char[] materialname, int pass_index, int flag, int layer_pass, char[] _pad) {
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this.modifier = modifier;
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this.@object = @object;
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this.material = material;
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this.layername = layername;
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this.materialname = materialname;
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this.pass_index = pass_index;
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this.flag = flag;
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this.layer_pass = layer_pass;
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this._pad = _pad;
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}
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}
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}
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