80 lines
3.3 KiB
C#
80 lines
3.3 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(123, "BoidState", 128)]
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public class BoidState {
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[DNAFieldAttribute(8, "BoidState", 0, "*next", "BoidState", true, 0)]
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public BoidState next;
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[DNAFieldAttribute(8, "BoidState", 1, "*prev", "BoidState", true, 8)]
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public BoidState prev;
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[DNAFieldAttribute(16, "ListBase", 2, "rules", "ListBase", false, 16)]
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public ListBase rules;
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[DNAFieldAttribute(16, "ListBase", 3, "conditions", "ListBase", false, 32)]
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public ListBase conditions;
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[DNAFieldAttribute(16, "ListBase", 4, "actions", "ListBase", false, 48)]
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public ListBase actions;
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[DNAArrayAttribute(32, "char", 5, "name[32]", "System.Char[]", 32, false, 64)]
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public char[] name = new System.Char[32];
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[DNAFieldAttribute(4, "int", 6, "id", "int", false, 96)]
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public int id;
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[DNAFieldAttribute(4, "int", 7, "flag", "int", false, 100)]
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public int flag;
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[DNAFieldAttribute(4, "int", 8, "ruleset_type", "int", false, 104)]
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public int ruleset_type;
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[DNAFieldAttribute(4, "float", 9, "rule_fuzziness", "float", false, 108)]
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public float rule_fuzziness;
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[DNAFieldAttribute(4, "int", 10, "signal_id", "int", false, 112)]
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public int signal_id;
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[DNAFieldAttribute(4, "int", 11, "channels", "int", false, 116)]
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public int channels;
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[DNAFieldAttribute(4, "float", 12, "volume", "float", false, 120)]
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public float volume;
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[DNAFieldAttribute(4, "float", 13, "falloff", "float", false, 124)]
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public float falloff;
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public BoidState() {
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this.next = default;
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this.prev = default;
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this.rules = default;
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this.conditions = default;
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this.actions = default;
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this.name = default;
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this.id = default;
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this.flag = default;
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this.ruleset_type = default;
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this.rule_fuzziness = default;
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this.signal_id = default;
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this.channels = default;
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this.volume = default;
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this.falloff = default;
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}
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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) {
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this.next = next;
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this.prev = prev;
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this.rules = rules;
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this.conditions = conditions;
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this.actions = actions;
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this.name = name;
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this.id = id;
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this.flag = flag;
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this.ruleset_type = ruleset_type;
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this.rule_fuzziness = rule_fuzziness;
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this.signal_id = signal_id;
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this.channels = channels;
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this.volume = volume;
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this.falloff = falloff;
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}
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}
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}
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