Files
BlenderSharp/BlendFile/DNA/ShaderFxData.cs
2025-03-12 19:02:40 +01:00

60 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(914, "ShaderFxData", 104)]
public class ShaderFxData {
[DNAFieldAttribute(8, "ShaderFxData", 0, "*next", "ShaderFxData", true, 0)]
public ShaderFxData next;
[DNAFieldAttribute(8, "ShaderFxData", 1, "*prev", "ShaderFxData", true, 8)]
public ShaderFxData prev;
[DNAFieldAttribute(4, "int", 2, "type", "int", false, 16)]
public int type;
[DNAFieldAttribute(4, "int", 3, "mode", "int", false, 20)]
public int mode;
[DNAArrayAttribute(4, "char", 4, "_pad0[4]", "System.Char[]", 4, false, 24)]
public char[] _pad0 = new System.Char[4];
[DNAFieldAttribute(2, "short", 5, "flag", "short", false, 28)]
public short flag;
[DNAFieldAttribute(2, "short", 6, "ui_expand_flag", "short", false, 30)]
public short ui_expand_flag;
[DNAArrayAttribute(64, "char", 7, "name[64]", "System.Char[]", 64, false, 32)]
public char[] name = new System.Char[64];
[DNAFieldAttribute(8, "char", 8, "*error", "char", true, 96)]
public char error;
public ShaderFxData() {
this.next = default;
this.prev = default;
this.type = default;
this.mode = default;
this._pad0 = default;
this.flag = default;
this.ui_expand_flag = default;
this.name = default;
this.error = default;
}
public ShaderFxData(ShaderFxData next, ShaderFxData prev, int type, int mode, char[] _pad0, short flag, short ui_expand_flag, char[] name, char error) {
this.next = next;
this.prev = prev;
this.type = type;
this.mode = mode;
this._pad0 = _pad0;
this.flag = flag;
this.ui_expand_flag = ui_expand_flag;
this.name = name;
this.error = error;
}
}
}