Files
BlenderSharp/BlendFile/DNA/AssetShelf.cs
2025-02-19 17:07:50 +01:00

56 lines
2.3 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(871, "AssetShelf")]
public class AssetShelf {
[DNAFieldAttribute(0, "AssetShelf", "*next", "AssetShelf", 4, true)]
public AssetShelf ptr_next;
[DNAFieldAttribute(1, "AssetShelf", "*prev", "AssetShelf", 4, true)]
public AssetShelf ptr_prev;
[DNAFieldAttribute(2, "char", "idname[64]", "System.Char[]", 64, false)]
public char[] idname = new System.Char[64];
[DNAFieldAttribute(3, "AssetShelfType", "*type", "AssetShelfType", 4, true)]
public AssetShelfType ptr_type;
[DNAFieldAttribute(4, "AssetShelfSettings", "settings", "AssetShelfSettings", 120, false)]
public AssetShelfSettings settings;
[DNAFieldAttribute(5, "short", "preferred_row_count", "short", 2, false)]
public short preferred_row_count;
[DNAFieldAttribute(6, "short", "instance_flag", "short", 2, false)]
public short instance_flag;
[DNAFieldAttribute(7, "char", "_pad[4]", "System.Char[]", 4, false)]
public char[] _pad = new System.Char[4];
public AssetShelf() {
this.ptr_next = default;
this.ptr_prev = default;
this.idname = default;
this.ptr_type = default;
this.settings = default;
this.preferred_row_count = default;
this.instance_flag = default;
this._pad = default;
}
public AssetShelf(AssetShelf ptr_next, AssetShelf ptr_prev, char[] idname, AssetShelfType ptr_type, AssetShelfSettings settings, short preferred_row_count, short instance_flag, char[] _pad) {
this.ptr_next = ptr_next;
this.ptr_prev = ptr_prev;
this.idname = idname;
this.ptr_type = ptr_type;
this.settings = settings;
this.preferred_row_count = preferred_row_count;
this.instance_flag = instance_flag;
this._pad = _pad;
}
}
}