Ejemplo n.º 1
0
 public SDynamicDecalMaterialInfo(CR2WFile cr2w) : base(cr2w)
 {
     diffuseTexture = new CHandle(cr2w)
     {
         Name = "diffuseTexture", Type = "CHandle"
     };
     normalTexture = new CHandle(cr2w)
     {
         Name = "normalTexture", Type = "CHandle"
     };
     specularColor = new CColor(cr2w)
     {
         Name = "specularColor", Type = "Color"
     };
     specularScale = new CFloat(cr2w)
     {
         Name = "specularScale", Type = "Float"
     };
     specularBase = new CFloat(cr2w)
     {
         Name = "specularBase", Type = "Float"
     };
     specularity = new CFloat(cr2w)
     {
         Name = "specularity", Type = "Float"
     };
     additiveNormals = new CBool(cr2w)
     {
         Name = "additiveNormals", Type = "Bool"
     };
     diffuseRandomColor0 = new CColor(cr2w)
     {
         Name = "diffuseRandomColor0", Type = "Color"
     };
     diffuseRandomColor1 = new CColor(cr2w)
     {
         Name = "diffuseRandomColor1", Type = "Color"
     };
     subUVType = new CName(cr2w)
     {
         Name = "subUVType", Type = "CName"
     };
 }
Ejemplo n.º 2
0
 public CParticleSystem(CR2WFile cr2w) : base(cr2w)
 {
     lods = new CArray("array:0,0,SParticleSystemLODLevel", "SParticleSystemLODLevel", true, cr2w)
     {
         Name = "lods", Type = "CArray"
     };
     emitters = new CArray("array:0,0,ptr:CParticleEmitter", "CParticleEmitter", true, cr2w)
     {
         Name = "emitters", Type = "CArray"
     };
     autoHideDistance = new CFloat(cr2w)
     {
         Name = "autoHideDistance", Type = "CFloat"
     };
     autoHideRange = new CFloat(cr2w)
     {
         Name = "autoHideRange", Type = "CFloat"
     };
     previewBackgroundColor = new CColor(cr2w)
     {
         Name = "previewBackgroundColor", Type = "Color"
     };
     previewShowGrid = new CBool(cr2w)
     {
         Name = "previewShowGrid", Type = "CBool"
     };
     visibleThroughWalls = new CBool(cr2w)
     {
         Name = "visibleThroughWalls", Type = "CBool"
     };
     prewarmingTime = new CFloat(cr2w)
     {
         Name = "prewarmingTime", Type = "CFloat"
     };
     renderingPlane = new CName(cr2w)
     {
         Name = "renderingPlane", Type = "CName"
     };
 }