コード例 #1
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 public extern static void SDK_IRenderContext_FlushImmContext(NativePointer self);
コード例 #2
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 public extern static unsafe CSwapChain.NativePointer SDK_IRenderContext_CreateSwapChain(NativePointer self, CSwapChainDesc *desc);
コード例 #3
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 set => E_PROP_FFontRenderInfo_GlowInfo_SET(NativePointer, value);
コード例 #4
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 public extern static int SDK_IRenderContext_GetShaderModel(NativePointer self);
コード例 #5
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 public extern static CGfxSkeletonPose.NativePointer SDK_GfxSkeletonControl_GetAnimationPose(NativePointer self);
コード例 #6
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 set => E_PROP_FBasedMovementInfo_BoneName_SET(NativePointer, value);
コード例 #7
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 public extern static vBOOL SDK_GfxParticleEmitterShape_GetIsEmitFromShell(NativePointer self);
コード例 #8
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 public extern static void SDK_GfxSkeletonControl_SetEnable(NativePointer self, bool enable);
コード例 #9
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 set => E_PROP_FActiveForceFeedbackEffect_Parameters_SET(NativePointer, value);
コード例 #10
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 public extern static void SDK_GfxParticleEmitterShape_SetEmitter(NativePointer self, CGfxParticleSubState.NativePointer pEmitter);
コード例 #11
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 set => E_PROP_FVector2D_X_SET(NativePointer, value);
コード例 #12
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 set => E_PROP_FDebugTextInfo_DebugText_SET(NativePointer, value);
コード例 #13
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 set => E_PROP_AWorldSettings_bEnableAISystem_SET(NativePointer, value);
コード例 #14
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 /// <summary>
 /// Initializes a new instance of the FAssetRegistryModule class
 /// </summary>
 /// <param name="nativePtr"></param>
 public FAssetRegistryModule(NativePointer nativePtr)
     : base(nativePtr)
 {
 }
コード例 #15
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 public extern static void SDK_GfxParticleEmitterShape_SetIsEmitFromShell(NativePointer self, vBOOL value);
コード例 #16
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ファイル: ComObject.cs プロジェクト: Aminator/Vortice.Windows
 public override int GetHashCode()
 {
     return(NativePointer.GetHashCode());
 }
コード例 #17
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 public extern static vBOOL SDK_GfxParticleEmitterShape_GetIsRandomDirection(NativePointer self);
コード例 #18
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 public extern static void SDK_GfxSkeletonControl_Update(NativePointer self, Int64 time);
コード例 #19
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 public extern static void SDK_GfxParticleEmitterShape_SetIsRandomDirection(NativePointer self, vBOOL value);
コード例 #20
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 public extern static void SDK_GfxSkeletonControl_SetAnimationPose(NativePointer self, CGfxSkeletonPose.NativePointer animationPose);
コード例 #21
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 public extern static vBOOL SDK_GfxParticleEmitterShape_GetRandomPosAvailableInvZ(NativePointer self);
コード例 #22
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ファイル: FSubtitleCue.cs プロジェクト: Xambey/UnrealDotNet
 set => E_PROP_FSubtitleCue_Text_SET(NativePointer, value);
コード例 #23
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 public extern static void SDK_GfxParticleEmitterShape_SetRandomPosAvailableInvZ(NativePointer self, vBOOL value);
コード例 #24
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 set => E_PROP_UBehaviorTreeComponent_ChildIndex_SET(NativePointer, value);
コード例 #25
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 set => E_PROP_UBTDecorator_Loop_bInfiniteLoop_SET(NativePointer, value);
コード例 #26
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 public extern static CCommandList.NativePointer SDK_IRenderContext_GetImmCommandList(NativePointer self);
コード例 #27
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 public extern static float SDK_GfxSkeletonControl_GetAlpha(NativePointer self);
コード例 #28
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 public extern static CPass.NativePointer SDK_IRenderContext_CreatePass(NativePointer self);
コード例 #29
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 public extern static void SDK_GfxSkeletonControl_SetAlpha(NativePointer self, float alpha);
コード例 #30
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 public extern static CShaderResourceView.NativePointer SDK_IRenderContext_LoadShaderResourceView(NativePointer self, string file);
コード例 #31
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 public extern static bool SDK_GfxSkeletonControl_GetEnable(NativePointer self);
コード例 #32
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ファイル: FModule.cs プロジェクト: OxideMod/OxideNative
 /// <summary>
 /// Initializes a new instance of the FModule class
 /// </summary>
 /// <param name="nativePtr"></param>
 public FModule(NativePointer nativePtr)
     : base(nativePtr)
 {
 }
コード例 #33
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 /// <summary>
 /// Initializes a new instance of the FOutputDeviceRedirector class
 /// </summary>
 /// <param name="nativePtr"></param>
 internal FOutputDeviceRedirector(NativePointer nativePtr)
     : base(nativePtr)
 {
 }