本文整理汇总了C#中BlamLib.TagInterface.Real类的典型用法代码示例。如果您正苦于以下问题:C# Real类的具体用法?C# Real怎么用?C# Real使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Real类属于BlamLib.TagInterface命名空间,在下文中一共展示了Real类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: contrail_group
public contrail_group() : base(19)
{
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(ScaleFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(PointGenerationRate = new TI.Real());
Add(PointVelocity = new TI.RealBounds());
Add(PointVelocityConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
Add(InheritedVelocityFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(RenderType = new TI.Enum());
Add(new TI.Pad(2));
Add(TextureRepeatsU = new TI.Real());
Add(TextureRepeatsV = new TI.Real());
Add(TextureAnimationU = new TI.Real());
Add(TextureAnimationV = new TI.Real());
Add(AnimationRate = new TI.Real());
Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
Add(FirstSequenceIndex = new TI.ShortInteger());
Add(SequenceCount = new TI.ShortInteger());
Add(new TI.Pad(64));
// Map is 'Secondary Map'
Add(ShaderMap = new TI.Struct<shader_map_struct>(this));
Add(PointStates = new TI.Block<contrail_point_states_block>(this, 16));
}
示例2: damage_effect_struct
public damage_effect_struct() : base(4)
{
Add(Radius = new TI.RealBounds());
Add(CutoffScale = new TI.Real(TI.FieldType.RealFraction));
Add(Flags = new TI.Flags()); // not exposed for continuous_damage_effect
Add(new TI.Pad(20));
}
示例3: bitmap_group
public bitmap_group() : base(21)
{
Add(Type = new TI.Enum());
Add(Format = new TI.Enum());
Add(Usage = new TI.Enum());
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(DetailFadeFactor = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(SharpenAmount = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(BumpHeight = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(SpriteBudgetSize = new TI.Enum());
Add(SpriteBudgetCount = new TI.ShortInteger());
Add(ColorPlateWidth = new TI.ShortInteger());
Add(ColorPlateHeight = new TI.ShortInteger());
Add(CompressedColorPlateData = new TI.Data(this));
Add(ProcessedPixelData = new TI.Data(this, BlamLib.TagInterface.DataType.Bitmap));
Add(BlurFilterSize = new TI.Real());
Add(AlphaBias = new TI.Real());
Add(MipmapCount = new TI.ShortInteger());
Add(SpriteUsage = new TI.Enum());
Add(SpriteSpacing = new TI.ShortInteger());
Add(new TI.Pad(2));
Add(Sequences = new TI.Block<bitmap_group_sequence_block>(this, 256));
Add(Bitmaps = new TI.Block<bitmap_data_block>(this, 2048));
}
示例4: sound_group
public sound_group() : base(26)
{
Add(Flags = new TI.Flags());
Add(Class = new TI.Enum());
Add(SampleRate = new TI.Enum());
Add(Distance = new TI.RealBounds());
Add(SkipFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(RandomPitchBounds = new TI.RealBounds());
Add(InnerConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
Add(OuterConeAngle = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
Add(OuterConeGain = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(GainModifier = new TI.Real());
Add(MaxBendPerSecond = new TI.Real());
Add(new TI.Pad(12));
Add(SkipFractionModifier1 = new TI.Real());
Add(GainModifier1 = new TI.Real());
Add(PitchModifier1 = new TI.Real());
Add(new TI.Pad(12));
Add(SkipFractionModifier2 = new TI.Real());
Add(GainModifier2 = new TI.Real());
Add(PitchModifier2 = new TI.Real());
Add(new TI.Pad(12));
Add(Encoding = new TI.Enum());
Add(Compression = new TI.Enum());
Add(PromotionSound = new TI.TagReference(this, TagGroups.snd_));
Add(PromotionCount = new TI.ShortInteger());
Add(new TI.Pad(2 + 20));
Add(PitchRanges = new TI.Block<sound_pitch_range_block>(this, 8));
}
示例5: shader_animation_function_struct
public shader_animation_function_struct() : base(5)
{
Add(Source = new TI.Enum());
Add(Function = new TI.Enum());
Add(Period = new TI.Real());
Add(Phase = new TI.Real());
Add(Scale = new TI.Real());
}
示例6: breakable_surface_group
public breakable_surface_group() : base(5)
{
Add(MaximumVitality = new TI.Real());
Add(Effect = new TI.TagReference(this, TagGroups.effe));
Add(Sound = new TI.TagReference(this, TagGroups.snd_));
Add(ParticleEffects = new TI.Block<particle_system_definition_block_new>(this, 32));
Add(ParticleDensity = new TI.Real());
}
示例7: shader_animation_property_block
public shader_animation_property_block() : base(6)
{
Add(Type = new TI.Enum());
Add(TI.Pad.Word);
Add(InputName = new TI.StringId());
Add(RangeName = new TI.StringId());
Add(TimePeriod = new TI.Real());
Add(Function = new TI.Struct<mapping_function>(this));
}
示例8: sound_pitch_range_block
public sound_pitch_range_block() : base(6)
{
Add(Name = new TI.String());
Add(NaturalPitch = new TI.Real());
Add(BendBounds = new TI.RealBounds());
Add(ActualPermutationCount = new TI.ShortInteger());
Add(new TI.Pad(2 + 12));
Add(Permutations = new TI.Block<sound_permutations_block>(this, 256));
}
示例9: shader_color_function_struct
public shader_color_function_struct() : base(7)
{
Add(OnColor = new TI.RealColor());
Add(OffColor = new TI.RealColor());
Add(AnimationFunction = new TI.Enum());
Add(TI.Pad.Word);
Add(AnimationPeriod = new TI.Real());
Add(AnimationPhase = new TI.Real());
Add(new TI.Pad(24));
}
示例10: bitmap_group_sprite_block
public bitmap_group_sprite_block()
{
Add(BitmapIndex = new TI.BlockIndex());
Add(new TI.Pad(2 + 4));
Add(Left = new TI.Real());
Add(Right = new TI.Real());
Add(Top = new TI.Real());
Add(Bottom = new TI.Real());
Add(RegistrationPoint = new TI.RealPoint2D());
}
示例11: global_shader_parameter_block
public global_shader_parameter_block() : base(7)
{
/*0x00*/Add(Name = new TI.StringId());
/*0x04*/Add(Type = new TI.Enum());
/*0x06*/Add(RuntimeFlags = new TI.Flags(TI.FieldType.WordFlags)); // was Pad
/*0x08*/Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
/*0x18*/Add(ConstValue = new TI.Real());
/*0x1C*/Add(ConstColor = new TI.RealColor());
/*0x28*/Add(AnimationProperties = new TI.Block<shader_animation_property_block>(this, 14));
}
示例12: bitmap_group_sprite_block
public bitmap_group_sprite_block() : base(7)
{
Add(BitmapIndex = new TI.ShortInteger());
Add(new TI.Pad(2 + 4));
Add(Left = new TI.Real());
Add(Right = new TI.Real());
Add(Top = new TI.Real());
Add(Bottom = new TI.Real());
Add(RegistrationPoint = new TI.RealPoint2D());
}
示例13: contrail_point_states_block
public contrail_point_states_block() : base(8)
{
Add(Duration = new TI.RealBounds());
Add(TransitionDuration = new TI.RealBounds());
Add(Physics = new TI.TagReference(this, TagGroups.phys));
Add(new TI.Pad(32));
Add(Width = new TI.Real());
Add(ColorLowerBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
Add(ColorUpperBound = new TI.RealColor(BlamLib.TagInterface.FieldType.RealArgbColor));
Add(ScaleFlags = new TI.Flags());
}
示例14: sound_permutations_block
public sound_permutations_block() : base(9)
{
Add(Name = new TI.String());
Add(SkipFraction = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(Gain = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(Compression = new TI.Enum());
Add(NextPermutationIndex = new TI.ShortInteger());
Add(new TI.Pad(20));
Add(Samples = new TI.Data(this, BlamLib.TagInterface.DataType.Sound));
Add(Mouth = new TI.Data(this));
Add(SubtitleData = new TI.Data(this));
}
示例15: antenna_group
public antenna_group() : base(9)
{
Add(AttachmentMarkerName = new TI.String());
Add(Bitmaps = new TI.TagReference(this, TagGroups.bitm));
Add(Physics = new TI.TagReference(this, TagGroups.phys));
Add(new TI.Pad(80));
Add(SpringStrenthCoefficent = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(FalloffPixels = new TI.Real());
Add(CutoffPixels = new TI.Real());
Add(new TI.Pad(40));
Add(Vertices = new TI.Block<antenna_vertex_block>(this, 20));
}