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C# TI.Block类代码示例

本文整理汇总了C#中BlamLib.TagInterface.TI.Block的典型用法代码示例。如果您正苦于以下问题:C# TI.Block类的具体用法?C# TI.Block怎么用?C# TI.Block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。


TI.Block类属于BlamLib.TagInterface命名空间,在下文中一共展示了TI.Block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: 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));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:29,代码来源:Sound.cs

示例2: model_markers_block

			public model_markers_block() : base(4)
			{
				Add(Name = new TI.String());
				Add(MagicIdentifer = new TI.ShortInteger());
				Add(new TI.Pad(2 + 16));
				Add(Instances = new TI.Block<model_marker_instance_block>(this, 32));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:7,代码来源:Models.cs

示例3: vertex_shader_group

		public vertex_shader_group() : base(4)
		{
			Add(Platform = new TI.Enum());
			Add(new TI.Pad(2));
			Add(GeometryClassifications = new TI.Block<vertex_shader_classification_block>(this, (int)GeometryClassifcationNames.Count));
			Add(OutputSwizzles = new TI.LongInteger());
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:7,代码来源:Shaders.cs

示例4: bitmap_group_sequence_block

			public bitmap_group_sequence_block()
			{
				Add(Name = new TI.String());
				Add(FirstBitmapIndex = new TI.BlockIndex());
				Add(BitmapCount = new TI.ShortInteger());
				Add(new TI.Pad(16));
				Add(Sprites = new TI.Block<bitmap_group_sprite_block>(this, 64));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:8,代码来源:Resources.cs

示例5: 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());
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:8,代码来源:Bsp.cs

示例6: 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));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Sound.cs

示例7: 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));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:Shaders.cs

示例8: 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));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:12,代码来源:ObjectWidgets.cs

示例9: sandbox_text_value_pair_value_block

			public sandbox_text_value_pair_value_block()
			{
				Add(Name = new TI.StringId());
				Add(Values = new TI.Block<sandbox_text_value_pair_reference_block>(this, 32));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:5,代码来源:UI.cs

示例10: character_group

		public character_group() : base(38)
		{
			Add(Flags = new TI.Flags());
			Add(new TI.UselessPad(24));
			Add(ParentCharacter = new TI.TagReference(this, TagGroups.char_));
			Add(Unit = new TI.TagReference(this, TagGroups.unit));
			Add(Creature = new TI.TagReference(this, TagGroups.crea));
			Add(Style = new TI.TagReference(this, TagGroups.styl));
			Add(new TI.UselessPad(16));
			Add(MajorCharacter = new TI.TagReference(this, TagGroups.char_));
			Add(new TI.UselessPad(12));
			Add(Variants = new TI.Block<character_variants_block>(this, 64));
			Add(new TI.UselessPad(36));
			Add(GeneralProperties = new TI.Block<character_general_block>(this, 1));
			Add(VitalityProperties = new TI.Block<character_vitality_block>(this, 1));
			Add(PlacementProperties = new TI.Block<character_placement_block>(this, 1));
			Add(PerceptionProperties = new TI.Block<character_perception_block>(this, 4));
			Add(LookProperties = new TI.Block<character_look_block>(this, 1));
			Add(MovementProperties = new TI.Block<character_movement_block>(this, 1));
			Add(SwarmProperties = new TI.Block<character_swarm_block>(this, 3));
			Add(new TI.UselessPad(36));
			Add(ReadyProperties = new TI.Block<character_ready_block>(this, 3));
			Add(EngageProperties = new TI.Block<character_engage_block>(this, 3));
			Add(/*charge properties = */ new TI.Block<character_charge_block>(this, 3));
			Add(/*evasion properties = */ new TI.Block<character_evasion_block>(this, 3));
			Add(/*cover properties = */ new TI.Block<character_cover_block>(this, 3));
			Add(/*retreat properties = */ new TI.Block<character_retreat_block>(this, 3));
			Add(/*search properties = */ new TI.Block<character_search_block>(this, 3));
			Add(/*pre-search properties = */ new TI.Block<character_presearch_block>(this, 3));
			Add(/*idle properties = */ new TI.Block<character_idle_block>(this, 3));
			Add(/*vocalization properties = */ new TI.Block<character_vocalization_block>(this, 1));
			Add(/*boarding properties = */ new TI.Block<character_boarding_block>(this, 1));
			Add(new TI.UselessPad(12));
			Add(/*boss properties = */ new TI.Block<character_boss_block>(this, 1));
			Add(/*weapons properties = */ new TI.Block<character_weapons_block>(this, 100));
			Add(/*firing pattern properties = */ new TI.Block<character_firing_pattern_properties_block>(this, 100));
			Add(new TI.UselessPad(24));
			Add(/*grenades properties = */ new TI.Block<character_grenades_block>(this, 10));
			Add(new TI.UselessPad(24));
			Add(/*vehicle properties = */ new TI.Block<character_vehicle_block>(this, 100));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:41,代码来源:AI.cs

示例11: ai_dialogue_globals_group

		public ai_dialogue_globals_group() : base(5)
		{
			Add(Vocalizations = new TI.Block<vocalization_definitions_block_0>(this, 500));
			Add(Patterns = new TI.Block<vocalization_patterns_block>(this, 1000));
			Add(new TI.Pad(12));
			Add(DialogueData = new TI.Block<dialogue_data_block>(this, 200));
			Add(InvoluntaryData = new TI.Block<involuntary_data_block>(this, 100));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:8,代码来源:AI.cs

示例12: scenario_structure_bsp_group

		public scenario_structure_bsp_group()
		{
			Add(new TI.UnknownPad(12));
				// dword (structure checksum?)
				// long?
				// dword
			Add(TI.UnknownPad.BlockHalo3); // [0x28]
				// unknown [0x10] (seems when this is zero, the first tag block is filled with NONE, and the second isnt even used)
				// tag block [0x4]
					// long
				// tag block [0x16]
					// long
					// real_point3d
			Add(TI.UnknownPad.BlockHalo3); // [0x4]
				// long (pretty sure block index)
			Add(CollisionMaterials = new TI.Block<structure_collision_materials_block>(this, 512));
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x1], Cluster Data?
			Add(/*World Bounds x = */ new TI.RealBounds());
			Add(/*World Bounds y = */ new TI.RealBounds());
			Add(/*World Bounds z = */ new TI.RealBounds());
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x4]
				// short
				// short
			// 0x60
			Add(TI.UnknownPad.BlockHalo3); // [0x4] Surface References?
				// short
				// short // sound enviorn palette ref?
			Add(ClusterPortals = new TI.Block<structure_bsp_cluster_portal_block>(this, 512));
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0x8] // fog related
				// string id
				// short
				// short
			Add(TI.UnknownPad.BlockHalo3); // camera fx
				// string id (name)
				// reference (cfxs, settings)
				// byte (enum?)
				// unknown [3]
				// real
				// dword (real?)
				// real
				// real
				// real
				// dword (real?)
			Add(TI.UnknownPad.BlockHalo3); // ?? Weather Polyhedra?
			// 0xA8
			Add(TI.UnknownPad.BlockHalo3); // [0x34] Detail Objects (pretty sure)
				// unknown [0x34] (only seen it as zeros)
			Add(Clusters = new TI.Block<structure_bsp_cluster_block>(this, 512));
			// 0xC0
			Add(Materials = new TI.Block<global_geometry_material_block>(this, 1024));
			Add(/*Sky Owner Cluster = */ new TI.Block<structure_bsp_sky_owner_cluster_block>(this, 32));
			Add(TI.UnknownPad.BlockHalo3); // conveyor surfaces
			Add(TI.UnknownPad.BlockHalo3); // breakable surfaces
			// 0xF0
			Add(/*Pathfinding Data = */ new TI.Block<pathfinding_data_block>(this, 16));
			Add(TI.UnknownPad.BlockHalo3); // pathfinding edges
			Add(/*Sound Environment Palette = */ new TI.Block<structure_bsp_sound_environment_palette_block>(this, 64));
			// 0x114
			Add(new TI.UnknownPad(44)); // 1 tag data, 2 tag blocks but idk the order
			Add(/*Markers = */ new TI.Block<structure_bsp_marker_block>(this, 1024));
			Add(TI.UnknownPad.BlockHalo3); // ?? Runtime Decals?
			Add(TI.UnknownPad.BlockHalo3); // [0x2]
				// short (block index?)
				// short (i think this is a index too)
			Add(/*Compression Infos = */ new TI.Block<global_geometry_compression_info_block>(this, 0));
			// 0x170
			Add(/*Environment Object Palette = */ new TI.Block<structure_bsp_environment_object_palette_block>(this, 100));
			Add(/*Environment Objects = */ new TI.Block<structure_bsp_environment_object_block>(this, 16384));
			Add(TI.UnknownPad.BlockHalo3); // Old Lightmaps
			Add(new TI.Pad(4));
			Add(TI.UnknownPad.BlockHalo3); // Old Leaf Map Leaves
			Add(TI.UnknownPad.BlockHalo3); // Old Leaf Map Connections
			// 0x1B0
			Add(InstancedGeometryInstances = new TI.Block<structure_bsp_instanced_geometry_instances_block>(this, 1024));
			Add(/*Decorator Palette = */ new TI.Block<structure_decorator_palette_block>(this, 0));
			Add(TI.UnknownPad.DWord);
			Add(new TI.UnknownPad(120));
			Add(BspRenderResourcesIndex = new TI.LongInteger()); // resource id (render_geometry_api_resource_definition)
			Add(TI.UnknownPad.DWord);
			// 0x24C
			Add(TI.UnknownPad.BlockHalo3); // structure_bsp_sound_cluster_block (Ambience Sound Clusters?)
			Add(TI.UnknownPad.BlockHalo3); // structure_bsp_sound_cluster_block (Reverb Sound Clusters?)
			Add(TI.UnknownPad.BlockHalo3); // structure_bsp_sound_cluster_block (? Sound Clusters)
			// 0x270
			Add(/*Transparent Planes = */ new TI.Block<transparent_planes_block>(this, 32768));
			Add(TI.UnknownPad.BlockHalo3); // breakable_surface_key_table_block?
			Add(/*structure_physics = */ new TI.Struct<global_structure_physics_struct>(this));
			Add(TI.UnknownPad.BlockHalo3); // [0x20] (i think this may be cluster related)
				// short (block index)
				// byte
				// byte
				// long
				// real bounds[3] (xyz bounds)
			Add(new TI.UnknownPad(24));
			Add(TI.UnknownPad.DWord);
			
			// 0x2E4
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x4C] render_model_section_block
			Add(TI.UnknownPad.BlockHalo3); // tag block [0x2C] global_geometry_compression_info_block
//.........这里部分代码省略.........
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:101,代码来源:Bsp.cs

示例13: structure_bsp_tag_resources

			public structure_bsp_tag_resources() : base(2)
			{
				Add(BspCollision = new TI.Block<global_collision_bsp_block>(this, 1));
				Add(InstancedGeometryDefinitions = new TI.Block<structure_bsp_instanced_geometry_definition_block>(this, 0));
			}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:5,代码来源:Bsp.cs

示例14: structure_bsp_cluster_block

		public structure_bsp_cluster_block() : base()
		{
			Add(BoundsX = new TI.RealBounds());
			Add(BoundsY = new TI.RealBounds());
			Add(BoundsZ = new TI.RealBounds());
			Add(ScenarioSkyIndex = new TI.ByteInteger());
			Add(MediaIndex = new TI.ByteInteger());
			Add(ScenarioVisibleSkyIndex = new TI.ByteInteger());
			Add(ScenarioAtmosphericFogIndex = new TI.ByteInteger());
			Add(new TI.ShortInteger());
			Add(new TI.ShortInteger());
			Add(BackgroundSound = new TI.BlockIndex()); // 1 structure_bsp_background_sound_palette_block
			Add(SoundEnvironment = new TI.BlockIndex()); // 1 structure_bsp_sound_environment_palette_block
			Add(Weather = new TI.BlockIndex()); // 1 structure_bsp_weather_palette_block
			Add(new TI.ShortInteger()); // TransitionStructureBsp?
			Add(new TI.ShortInteger()); // block index?
			Add(new TI.BlockIndex()); // doesnt seem to be to anything in the actual bsp data
			Add(new TI.ShortInteger()); // flags?
			Add(new TI.Flags(TI.FieldType.WordFlags));
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0x2]
			Add(new TI.UnknownPad(4 + 20)); // '20' starts a hkShapeContainer object
			Add(new TI.TagReference(this, TagGroups.sbsp));
			Add(new TI.UnknownPad(32));
			Add(CollisionMoppCode = new TI.Block<mopp_code_block>(this, 0));
			Add(TI.UnknownPad.DWord);
			Add(TI.UnknownPad.BlockHalo3); // [0x4]
			// 0xAC
			Add(TI.UnknownPad.BlockHalo3); // [0x30]
				// short (count, w/e the elements are they are sizeof(0x10))
				// short (or two bytes)
				// long offset
				// real_point3d
				// real[4]
				// real_point3d
			Add(TI.UnknownPad.BlockHalo3); // ??
			Add(TI.UnknownPad.BlockHalo3); // [0x4]
				// short
				// short
			Add(TI.UnknownPad.BlockHalo3); // [0x10]
				// real_point3d
				// short
				// short
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:44,代码来源:Bsp.cs

示例15: sound_gestalt_extra_info_block

		public sound_gestalt_extra_info_block() : base(2)
		{
			Add(EncodedPermutationSection = new TI.Block<sound_encoded_dialogue_section_block>(this, 1));
			Add(GeometryBlockInfo = new TI.Struct<geometry_block_info_struct>(this));
		}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:5,代码来源:Sound.cs


注:本文中的BlamLib.TagInterface.TI.Block类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。