本文整理汇总了C#中BlamLib.TagInterface.TagReference类的典型用法代码示例。如果您正苦于以下问题:C# TagReference类的具体用法?C# TagReference怎么用?C# TagReference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。
TagReference类属于BlamLib.TagInterface命名空间,在下文中一共展示了TagReference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: render_method_definition_group
public render_method_definition_group()
{
Add(Options = new TI.TagReference(this, TagGroups.rmop));
// tag block [0x18] [categories]
// string id
// tag block [0x1C] [options]
// string id
// tag reference [rmop]
// unknown [0x8]
// unknown [0x8]
// tag block [0x10]
// word
// word (enum?)
// tag block [0x4]
// word
// word
// tag block [0x10]
// word
// unknown [0xE]
Add(PixelShader = new TI.TagReference(this, TagGroups.glps));
Add(VertexShader = new TI.TagReference(this, TagGroups.glvs));
Add(new TI.UnknownPad(
4 + // only seen this be 0 or 1 as a dword
4));// never seen this used
}
示例2: 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3: 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4: 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5: scenario_structure_bsps_block
public scenario_structure_bsps_block() : base(4)
{
// Offset to this bsp's scenario_structure_bsps_header
Add(Offset = new TI.LongInteger());
Add(Size = new TI.LongInteger());
Add(Data = new TI.Skip(4 // address
+ 4)); // pad
Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp));
}
示例6: object_attachment_block
public object_attachment_block() : base(6)
{
Add(Type = new TI.TagReference(this));
Add(Marker = new TI.String());
Add(PrimaryScale = new TI.Enum());
Add(SecondaryScale = new TI.Enum());
Add(ChangeColor = new TI.Enum());
Add(new TI.Pad(2 + 16));
}
示例7: grenades_block
public grenades_block() : base(6)
{
Add(MaxCount = new TI.ShortInteger());
Add(new TI.Pad(2));
Add(ThrowingEffect = new TI.TagReference(this, TagGroups.effe));
Add(HudInterface = new TI.TagReference(this, TagGroups.grhi));
Add(Equipment = new TI.TagReference(this, TagGroups.eqip));
Add(Projectile = new TI.TagReference(this, TagGroups.proj));
}
示例8: 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9: 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10: 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));
}
示例11: scenario_structure_bsp_reference_block
public scenario_structure_bsp_reference_block()
{
Add(StructureBsp = new TI.TagReference(this, TagGroups.sbsp));
Add(Design = new TI.TagReference(this, TagGroups.sddt));
Add(LightingInfo = new TI.TagReference(this, TagGroups.stli));
Add(new TI.Skip(
4 + // may be a index
16 +
1 +
1 + // index to 2nd tag block in scenario
2 + // index
4
));
Add(Cubemap = new TI.TagReference(this, TagGroups.bitm));
Add(Wind = new TI.TagReference(this, TagGroups.wind));
Add(new TI.Pad(4));
}
示例12: global_hud_interface_element_struct
public global_hud_interface_element_struct() : base(14)
{
Add(AnchorOffset = new TI.Point2D());
Add(WidthScale = new TI.Real());
Add(HeightScale = new TI.Real());
Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(new TI.Pad(2 + 20));
Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
Add(DefaultColor = new TI.Color());
Add(FlashingColor = new TI.Color());
Add(FlashPeriod = new TI.Real());
Add(FlashDelay = new TI.Real());
Add(NumberOfFlashes = new TI.ShortInteger());
Add(FlashFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(FlashLength = new TI.Real());
Add(DisabledColor = new TI.Color());
// i think the 4 byte padding that follows this should be here...
}
示例13: shader_map_struct
public shader_map_struct() : base(13)
{
Add(new TI.Pad(40));
Add(ShaderFlags = TI.Flags.Word);
Add(FramebufferBlendFunction = new TI.Enum());
Add(FramebufferFadeMode = new TI.Enum());
Add(ShaderMapFlags = TI.Flags.Word);
Add(new TI.Pad(28));
Add(MapBitmap = new TI.TagReference(this, TagGroups.bitm));
Add(MapAnchor = new TI.Enum());
Add(MapFlags = TI.Flags.Word);
Add(MapAnimation = new TI.Struct<shader_animation_struct>(this));
// 28
Add(new TI.Pad(4));
Add(ZSpriteRadiusScale = new TI.Real());
Add(new TI.Pad(20));
}
示例14: global_hud_meter_struct
public global_hud_meter_struct() : base(20)
{
Add(AnchorOffset = new TI.Point2D());
Add(WidthScale = new TI.Real());
Add(HeightScale = new TI.Real());
Add(ScalingFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(new TI.Pad(2 + 20));
Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
Add(ColorAtMeterMin = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
Add(ColorAtMeterMax = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
Add(FlashColor = new TI.Color(BlamLib.TagInterface.FieldType.RgbColor));
Add(EmptyColor = new TI.Color());
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags));
Add(MinMeterValue = new TI.ByteInteger());
Add(SequenceIndex = new TI.ShortInteger());
Add(AlphaMul = new TI.ByteInteger());
Add(AlphaBias = new TI.ByteInteger());
Add(ValueScale = new TI.ShortInteger());
Add(Opacity = new TI.Real());
Add(Translucency = new TI.Real());
Add(DisabledColor = new TI.Color());
Add(new TI.Pad(16));
}
示例15: scenario_netgame_equipment_block
public scenario_netgame_equipment_block() : base(12)
{
Add(Flags = new TI.Flags());
Add(Type0 = new TI.Enum());
Add(Type1 = new TI.Enum());
Add(Type2 = new TI.Enum());
Add(Type3 = new TI.Enum());
Add(TeamIndex = new TI.ShortInteger());
Add(SpawnTime = new TI.ShortInteger());
Add(new TI.Pad(48));
Add(Position = new TI.RealPoint3D());
Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
Add(ItemCollection = new TI.TagReference(this, TagGroups.itmc));
Add(new TI.Pad(48));
}