本文整理汇总了C#中BlamLib.TagInterface.TI.Block类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: 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
示例16: pathfinding_data_block
public pathfinding_data_block() : base(13)
{
Add(Sectors = new TI.Block<sector_block>(this, 65534));
Add(Links = new TI.Block<sector_link_block>(this, 262144));
Add(Refs = new TI.Block<ref_block>(this, 131072));
Add(Bsp2dNodes = new TI.Block<sector_bsp2d_nodes_block>(this, 131072));
// no more surface flags block
Add(Vertices = new TI.Block<sector_vertex_block>(this, 65535));
Add(ObjectRefs = new TI.Block<environment_object_refs>(this, 2000)); // i think max is just 1 now?
Add(PathfindingHints = new TI.Block<pathfinding_hints_block>(this, 32767));
Add(InstancedGeometryRefs = new TI.Block<instanced_geometry_reference_block>(this, 1024));
Add(StructureChecksum = new TI.LongInteger());
Add(TI.UnknownPad.BlockHalo3); // ??
Add(TI.UnknownPad.BlockHalo3); // ??
Add(TI.UnknownPad.BlockHalo3); // [0xC]
// tag block [0x4] long
Add(new TI.UnknownPad(28)); // maybe 2 tag blocks plus 1 dword?
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:18,代码来源:Bsp.cs
示例17: global_structure_physics_struct
public global_structure_physics_struct() : base(6)
{
Add(MoppCode = new TI.Block<mopp_code_block>(this, 0));
Add(new TI.Pad(4));
Add(/*MoppBoundsMin =*/ new TI.RealPoint3D());
Add(/*MoppBoundsMax =*/ new TI.RealPoint3D());
Add(MoppCode2 = new TI.Block<mopp_code_block>(this, 0));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:8,代码来源:Bsp.cs
示例18: sound_cache_file_gestalt_group
public sound_cache_file_gestalt_group() : base(11)
{
/*0x00*/Add(Playbacks = new TI.Block<sound_gestalt_playback_block>(this, 32767));
/*0x0C*/Add(Scales = new TI.Block<sound_gestalt_scale_block>(this, 32767));
/*0x18*/Add(ImportNames = new TI.Block<CT.sound_gestalt_import_names_block>(this, 32767));
/*0x24*/Add(PitchRangeParameters = new TI.Block<sound_gestalt_pitch_range_parameters_block>(this, 32767));
/*0x30*/Add(PitchRanges = new TI.Block<sound_gestalt_pitch_ranges_block>(this, 32767));
/*0x3C*/Add(Permutations = new TI.Block<sound_gestalt_permutations_block>(this, 32767));
/*0x48*/Add(CustomPlaybacks = new TI.Block<sound_gestalt_custom_playback_block>(this, 32767));
/*0x54*/Add(RuntimePermutationFlags = new TI.Block<CT.sound_gestalt_runtime_permutation_bit_vector_block>(this, 32767));
/*0x60*/Add(Chunks = new TI.Block<sound_permutation_chunk_block>(this, 32767));
/*0x6C*/Add(Promotions = new TI.Block<sound_gestalt_promotions_block>(this, 32767));
/*0x78*/Add(ExtraInfos = new TI.Block<sound_gestalt_extra_info_block>(this, 32767));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:14,代码来源:Sound.cs
示例19: structure_bsp_instanced_geometry_definition_block
public structure_bsp_instanced_geometry_definition_block()
{
Add(Unknown00 = new TI.LongInteger());
Add(BoundingSphereCenter = new TI.RealPoint3D());
Add(BoundingSphereRadis = new TI.Real());
Add(CollisionInfo = new TI.Struct<global_collision_bsp_struct>(this));
// collision_bsp_physics_struct
Add(/*bsps = */ new TI.Block<global_collision_bsp_block>(this, 0));
Add(new TI.Block<mopp_code_block>(this, 0));
Add(TI.UnknownPad.BlockHalo3); // [0x?] (physics related)
Add(Unknown98 = new TI.Block<block_98>(this, 0));
Add(UnknownA4 = new TI.Block<block_A4>(this, 0));
Add(UnknownB0 = new TI.ShortInteger());
Add(UnknownB2 = new TI.ShortInteger());
Add(UnknownB4 = new TI.Real());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:18,代码来源:Bsp.cs
示例20: sound_classes_group
public sound_classes_group() : base(1)
{
Add(SoundClasses = new TI.Block<sound_class_block>(this, 54));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:4,代码来源:Sound.cs
注:本文中的BlamLib.TagInterface.TI.Block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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