Files
BlenderSharp/BlendFile/DNA/BoidState.cs

80 lines
3.0 KiB
C#

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
namespace BlendFile.DNA {
using BlendFile;
[DNAClassAttribute(123, "BoidState")]
public class BoidState {
[DNAFieldAttribute(0, "BoidState", "*next", 128)]
public BoidState ptr_next;
[DNAFieldAttribute(1, "BoidState", "*prev", 128)]
public BoidState ptr_prev;
[DNAFieldAttribute(2, "ListBase", "rules", 16)]
public ListBase rules;
[DNAFieldAttribute(3, "ListBase", "conditions", 16)]
public ListBase conditions;
[DNAFieldAttribute(4, "ListBase", "actions", 16)]
public ListBase actions;
[DNAFieldAttribute(5, "char", "name[32]", 1)]
public char[] name = new System.Char[32];
[DNAFieldAttribute(6, "int", "id", 4)]
public int id;
[DNAFieldAttribute(7, "int", "flag", 4)]
public int flag;
[DNAFieldAttribute(8, "int", "ruleset_type", 4)]
public int ruleset_type;
[DNAFieldAttribute(9, "float", "rule_fuzziness", 4)]
public float rule_fuzziness;
[DNAFieldAttribute(10, "int", "signal_id", 4)]
public int signal_id;
[DNAFieldAttribute(11, "int", "channels", 4)]
public int channels;
[DNAFieldAttribute(12, "float", "volume", 4)]
public float volume;
[DNAFieldAttribute(13, "float", "falloff", 4)]
public float falloff;
public BoidState() {
this.ptr_next = default;
this.ptr_prev = default;
this.rules = default;
this.conditions = default;
this.actions = default;
this.name = default;
this.id = default;
this.flag = default;
this.ruleset_type = default;
this.rule_fuzziness = default;
this.signal_id = default;
this.channels = default;
this.volume = default;
this.falloff = default;
}
public BoidState(BoidState ptr_next, BoidState ptr_prev, ListBase rules, ListBase conditions, ListBase actions, char[] name, int id, int flag, int ruleset_type, float rule_fuzziness, int signal_id, int channels, float volume, float falloff) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.rules = rules;
this.conditions = conditions;
this.actions = actions;
this.name = name;
this.id = id;
this.flag = flag;
this.ruleset_type = ruleset_type;
this.rule_fuzziness = rule_fuzziness;
this.signal_id = signal_id;
this.channels = channels;
this.volume = volume;
this.falloff = falloff;
}
}
}