Files
BlenderSharp/BlendFile/DNA/BoidState.cs
2025-03-11 19:12:04 +01:00

80 lines
3.2 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", 128)]
public class BoidState {
[DNAFieldAttribute(8, "BoidState", 0, "*next", "BoidState", true, 0)]
public BoidState next;
[DNAFieldAttribute(8, "BoidState", 1, "*prev", "BoidState", true, 8)]
public BoidState prev;
[DNAFieldAttribute(16, "ListBase", 2, "rules", "ListBase", false, 16)]
public ListBase rules;
[DNAFieldAttribute(16, "ListBase", 3, "conditions", "ListBase", false, 32)]
public ListBase conditions;
[DNAFieldAttribute(16, "ListBase", 4, "actions", "ListBase", false, 48)]
public ListBase actions;
[DNAArrayAttribute(32, "char", 5, "name[32]", "System.Char[]", 32, 64)]
public char[] name = new System.Char[32];
[DNAFieldAttribute(4, "int", 6, "id", "int", false, 96)]
public int id;
[DNAFieldAttribute(4, "int", 7, "flag", "int", false, 100)]
public int flag;
[DNAFieldAttribute(4, "int", 8, "ruleset_type", "int", false, 104)]
public int ruleset_type;
[DNAFieldAttribute(4, "float", 9, "rule_fuzziness", "float", false, 108)]
public float rule_fuzziness;
[DNAFieldAttribute(4, "int", 10, "signal_id", "int", false, 112)]
public int signal_id;
[DNAFieldAttribute(4, "int", 11, "channels", "int", false, 116)]
public int channels;
[DNAFieldAttribute(4, "float", 12, "volume", "float", false, 120)]
public float volume;
[DNAFieldAttribute(4, "float", 13, "falloff", "float", false, 124)]
public float falloff;
public BoidState() {
this.next = default;
this.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 next, BoidState 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.next = next;
this.prev = 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;
}
}
}