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20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,您的评价将有助于我们的系统推荐出更棒的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
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:25,代码来源:Shaders.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:25,代码来源:ObjectWidgets.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:29,代码来源:Sound.cs
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());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:8,代码来源:Bsp.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Scenario.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Objects.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Globals.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:Shaders.cs
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());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:11,代码来源:ObjectWidgets.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:12,代码来源:ObjectWidgets.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Scenario.cs
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...
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:19,代码来源:Hud.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:21,代码来源:Shaders.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:23,代码来源:Hud.cs
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));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:15,代码来源:Scenario.cs
示例16: scenario_profiles_block
public scenario_profiles_block() : base(14)
{
Add(Name = new TI.String());
Add(StartingHealthMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(StartingShieldMod = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(PrimaryWeapon = new TI.TagReference(this, TagGroups.weap));
Add(PrimaryRoundsLoaded = new TI.ShortInteger());
Add(PrimaryRoundsTotal = new TI.ShortInteger());
Add(SecondaryWeapon = new TI.TagReference(this, TagGroups.weap));
Add(SecondaryRoundsLoaded = new TI.ShortInteger());
Add(SecondaryRoundsTotal = new TI.ShortInteger());
Add(StartingFrags = new TI.ByteInteger());
Add(StartingPlasmas = new TI.ByteInteger());
Add(StartingUnknownFrags = new TI.ByteInteger());
Add(StartingUnknownPlasmas = new TI.ByteInteger());
Add(new TI.Pad(20));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Scenario.cs
示例17: scenario_netgame_flags_block
public scenario_netgame_flags_block() : base(6)
{
Add(Position = new TI.RealPoint3D());
Add(Facing = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
Add(Type = new TI.Enum());
Add(TeamIndex = new TI.ShortInteger());
Add(WeaponGroup = new TI.TagReference(this, TagGroups.itmc));
Add(new TI.Pad(112));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:9,代码来源:Scenario.cs
示例18: weapon_hud_overlays_block
public weapon_hud_overlays_block() : base(7)
{
Add(StateAttachedTo = new TI.Enum());
Add(new TI.Pad(2));
Add(CanUseOnMapType = new TI.Enum());
Add(new TI.Pad(2 + 28));
Add(Bitmap = new TI.TagReference(this, TagGroups.bitm));
Add(Overlays = new TI.Block<weapon_hud_overlay_block>(this, 16));
Add(new TI.Pad(40));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:Hud.cs
示例19: scenario_object_palette_block
public scenario_object_palette_block() : base(2)
{
Add(Name = new TI.TagReference(this, TagGroups.obje));
Add(new TI.Pad(32));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:5,代码来源:Scenario.cs
示例20: scenario_group
public scenario_group() : base(69)
{
Add(DontUse = new TI.TagReference(this, TagGroups.sbsp));
Add(WontUse = new TI.TagReference(this, TagGroups.sbsp));
Add(CantUse = new TI.TagReference(this, TagGroups.sky_));
Add(Skies = new TI.Block<field_block<TI.TagReference>>(this, 8));
Add(Type = new TI.Enum());
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(TI.Pad.BlockHalo1); // child scenarios, tag block data wasn't removed in stubbs for some reason
Add(LocalNorth = new TI.Real(BlamLib.TagInterface.FieldType.Angle));
Add(new TI.Pad(20 + 136));
Add(PredictedResources = new TI.Block<predicted_resource_block>(this, 1024));
Add(Functions = new TI.Block<scenario_function_block>(this, 32));
Add(EditorData = new TI.Data(this));
Add(Comments = new TI.Block<editor_comment_block>(this, 1024));
Add(new TI.Pad(224));
Add(ObjectNames = new TI.Block<scenario_object_names_block>(this, 512));
Add(Scenery = new TI.Block<scenario_scenery_block>(this, 2000));
Add(SceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(Bipeds = new TI.Block<scenario_biped_block>(this, 128));
Add(BipedPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(Vehicles = new TI.Block<scenario_vehicle_block>(this, 80));
Add(VehiclePalette = new TI.Block<scenario_object_palette_block>(this, 100)); // silly bungie, why would u want to have up to 100 vehicle types to choose from when you could only possibly choose 80 of them?
Add(Equipment = new TI.Block<scenario_equipment_block>(this, 256));
Add(EquipmentPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(Weapons = new TI.Block<scenario_weapon_block>(this, 128));
Add(WeaponsPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(DeviceGroups = new TI.Block<device_group_block>(this, 128));
Add(Machines = new TI.Block<scenario_machine_block>(this, 400));
Add(MachinesPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(Controls = new TI.Block<scenario_control_block>(this, 100));
Add(ControlsPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(LightFixtures = new TI.Block<scenario_light_fixture_block>(this, 500));
Add(LightFixturesPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(SoundScenery = new TI.Block<scenario_sound_scenery_block>(this, 256));
Add(SoundSceneryPalette = new TI.Block<scenario_object_palette_block>(this, 100));
Add(new TI.Pad(84));
Add(PlayerStartingProfile = new TI.Block<scenario_profiles_block>(this, 256));
Add(PlayerStartingLocations = new TI.Block<scenario_players_block>(this, 256));
Add(TriggerVolumes = new TI.Block<scenario_trigger_volume_block>(this, 256));
Add(RecordedAnimations = new TI.Block<recorded_animation_block>(this, 1024));
Add(NetgameFlags = new TI.Block<scenario_netgame_flags_block>(this, 200));
Add(NetgameEquipment = new TI.Block<scenario_netgame_equipment_block>(this, 200));
Add(StartingEquipment = new TI.Block<scenario_starting_equipment_block>(this, 200));
Add(BspSwitchTriggerVolumes = new TI.Block<scenario_bsp_switch_trigger_volume_block>(this, 256));
Add(Decals = new TI.Block<scenario_decals_block>(this, 65536));
Add(DecalPalette = new TI.Block<field_block<TI.TagReference>>(this, 128));
Add(DetailObjectCollectionPalette = new TI.Block<field_block<TI.TagReference>>(this, 32));
Add(new TI.Pad(84));
Add(ActorPalette = new TI.Block<field_block<TI.TagReference>>(this, 64));
Add(Encounters = new TI.Block<encounter_block>(this, 128));
Add(CommandLists = new TI.Block<ai_command_list_block>(this, 256));
Add(AiAnimationReferences = new TI.Block<ai_animation_reference_block>(this, 128));
Add(AiScriptReferences = new TI.Block<ai_script_reference_block>(this, 128));
Add(AiRecordingReferences = new TI.Block<ai_recording_reference_block>(this, 128));
Add(AiConverstaions = new TI.Block<ai_conversation_block>(this, 128));
Add(ScriptSyntaxData = new TI.Data(this, BlamLib.TagInterface.DataType.ScriptNode));
Add(ScriptStringData = new TI.Data(this));
Add(Scripts = new TI.Block<hs_scripts_block>(this, 512));
Add(Globals = new TI.Block<hs_globals_block>(this, 128));
Add(References = new TI.Block<hs_references_block>(this, 256));
Add(SourceFiles = new TI.Block<hs_source_files_block>(this, 8));
Add(new TI.Pad(24));
Add(CutsceneFlags = new TI.Block<scenario_cutscene_flag_block>(this, 512));
Add(CutsceneCameraPoints = new TI.Block<scenario_cutscene_camera_point_block>(this, 512));
Add(CutsceneTitles = new TI.Block<scenario_cutscene_title_block>(this, 64));
Add(new TI.Pad(108));
Add(CustomObjectNames = new TI.TagReference(this, TagGroups.ustr));
Add(IngameHelpText = new TI.TagReference(this, TagGroups.ustr));
Add(HudMessages = new TI.TagReference(this, TagGroups.hmt_));
Add(StructureBsps = new TI.Block<scenario_structure_bsps_block>(this, 16));
//Skies.Definition.Value.ResetReferenceGroupTag(TagGroups.sky_);
//SceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.scen);
//BipedPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.bipd);
//VehiclePalette.Definition.Name.ResetReferenceGroupTag(TagGroups.vehi);
//EquipmentPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.eqip);
//WeaponsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.weap);
//MachinesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.mach);
//ControlsPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ctrl);
//LightFixturesPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.lifi);
//SoundSceneryPalette.Definition.Name.ResetReferenceGroupTag(TagGroups.ssce);
//DecalPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.deca);
//ActorPalette.Definition.Value.ResetReferenceGroupTag(TagGroups.actr);
//DetailObjectCollectionPalette.ResetReferenceGroupTag(TagGroups.dobc);
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:92,代码来源:Scenario.cs
注:本文中的BlamLib.TagInterface.TagReference类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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