本文整理汇总了C#中BlamLib.TagInterface.Flags类的典型用法代码示例。如果您正苦于以下问题:C# Flags类的具体用法?C# Flags怎么用?C# Flags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。
Flags类属于BlamLib.TagInterface命名空间,在下文中一共展示了Flags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: 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2: 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3: bitmap_data_block
//public TI.ShortInteger LowDetailMipmapCount;
#endregion
#region Ctor
public bitmap_data_block() : base(14)
{
Add(Signature = new TI.Tag());
Add(Width = new TI.ShortInteger());
Add(Height = new TI.ShortInteger());
Add(Depth = new TI.ByteInteger());
Add(MoreFlags = new TI.Flags(BlamLib.TagInterface.FieldType.ByteFlags));
Add(Type = new TI.Enum());
Add(Format = new TI.Enum());
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(RegistrationPoint = new TI.Point2D());
Add(MipmapCount = new TI.ByteInteger());
Add(new TI.Skip(1 + //LowDetailMipmapCount?
1 + // (just interleaved?) resource index
1)); //
//Add(LowDetailMipmapCount = new TI.ShortInteger());
Add(PixelsOffset = new TI.LongInteger());
Add(new TI.Skip(4 + // pixels size
4 + 4));
Add(new TI.LongInteger());
Add(new TI.Skip(4));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:29,代码来源:Resources.cs
示例4: damage_effect_struct
public damage_effect_struct() : base(4)
{
Add(Radius = new TI.RealBounds());
Add(CutoffScale = new TI.Real(TI.FieldType.RealFraction));
Add(Flags = new TI.Flags()); // not exposed for continuous_damage_effect
Add(new TI.Pad(20));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:7,代码来源:Effects.cs
示例5: bitmap_group
public bitmap_group() : base(21)
{
Add(Type = new TI.Enum());
Add(Format = new TI.Enum());
Add(Usage = new TI.Enum());
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(DetailFadeFactor = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(SharpenAmount = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(BumpHeight = new TI.Real(BlamLib.TagInterface.FieldType.RealFraction));
Add(SpriteBudgetSize = new TI.Enum());
Add(SpriteBudgetCount = new TI.ShortInteger());
Add(ColorPlateWidth = new TI.ShortInteger());
Add(ColorPlateHeight = new TI.ShortInteger());
Add(CompressedColorPlateData = new TI.Data(this));
Add(ProcessedPixelData = new TI.Data(this, BlamLib.TagInterface.DataType.Bitmap));
Add(BlurFilterSize = new TI.Real());
Add(AlphaBias = new TI.Real());
Add(MipmapCount = new TI.ShortInteger());
Add(SpriteUsage = new TI.Enum());
Add(SpriteSpacing = new TI.ShortInteger());
Add(new TI.Pad(2));
Add(Sequences = new TI.Block<bitmap_group_sequence_block>(this, 256));
Add(Bitmaps = new TI.Block<bitmap_data_block>(this, 2048));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:30,代码来源:Resources.cs
示例6: cache_file_sound_group
public cache_file_sound_group() : base(17)
{
// 0x0
Add(Flags = new TI.Flags(TI.FieldType.WordFlags));
Add(SoundClass = new TI.Enum(TI.FieldType.ByteEnum));
Add(SampleRate = new TI.Enum(TI.FieldType.ByteEnum));
// 0x4
Add(Encoding = new TI.Enum(TI.FieldType.ByteEnum));
Add(CodecIndex = new TI.ByteInteger());
Add(PlaybackIndex = new TI.ShortInteger());
// 0x8
Add(Unknown08 = new TI.ShortInteger()); // TODO: UNKNOWN FIELD, index to something, but doesn't seem to be in the sound gestalt
Add(Unknown0A = new TI.ShortInteger()); // TODO: UNKNOWN FIELD, maybe an index to the first block in the sound gestalt? or not a index...
// 0xC
Add(FirstPitchRangeIndex = new TI.ShortInteger());
Add(PitchRangeIndex = new TI.ByteInteger());
Add(ScaleIndex = new TI.ByteInteger());
// 0x10
Add(PromotionIndex = new TI.ByteInteger());
Add(CustomPlaybackIndex = new TI.ByteInteger());
Add(ExtraInfoIndex = new TI.ShortInteger());
// 0x14
Add(Unknown14 = new TI.LongInteger()); // TODO: UNKNOWN FIELD
// 0x18
Add(ResourceIndex = new TI.LongInteger());
// 0x1C
Add(MaximumPlayTime = new TI.LongInteger());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:28,代码来源:Sound.cs
示例7: surfaces_block
public surfaces_block() : base(5)
{
Add(Plane = new TI.LongInteger());
Add(FirstEdge = new TI.LongInteger());
Add(Flags = new TI.Flags(TI.FieldType.ByteFlags));
Add(BreakableSurface = new TI.ByteInteger());
Add(Material = new TI.ShortInteger());
}
开发者ID:guardian2433,项目名称:open-sauce,代码行数:8,代码来源:Bsp.cs
示例8: sandbox_text_value_pair_reference_block
public sandbox_text_value_pair_reference_block()
{
Add(Flags = new TI.Flags(TI.FieldType.ByteFlags));
Add(Type = new TI.Enum(TI.FieldType.ByteEnum));
Add(TI.Pad.Word);
Add(Integer = new TI.LongInteger());
Add(StringId = new TI.StringId());
Add(Name = new TI.StringId());
Add(Description = new TI.StringId());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:UI.cs
示例9: 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10: 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11: model_region_permutation_block
public model_region_permutation_block() : base(10)
{
Add(Name = new TI.String());
Add(Flags = new TI.Flags());
Add(new TI.Pad(28)); // TODO: first 16-bits is the variant id
Add(SuperLow = new TI.BlockIndex());
Add(Low = new TI.BlockIndex());
Add(Medium = new TI.BlockIndex());
Add(High = new TI.BlockIndex());
Add(SuperHigh = new TI.BlockIndex());
Add(new TI.Pad(2));
Add(Markers = new TI.Block<model_region_permutation_marker_block>(this, 64));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:13,代码来源:Models.cs
示例12: bitmap_data_block
public bitmap_data_block() : base(14)
{
Add(Signature = new TI.Tag());
Add(Width = new TI.ShortInteger());
Add(Height = new TI.ShortInteger());
Add(Depth = new TI.ShortInteger());
Add(Type = new TI.Enum());
Add(Format = new TI.Enum());
Add(Flags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(RegistrationPoint = new TI.Point2D());
Add(MipmapCount = new TI.ShortInteger());
Add(new TI.Pad(2));
Add(PixelsOffset = new TI.LongInteger());
Add(new TI.Skip(12));
Add(HardwareFormat = new TI.LongInteger());
Add(BaseAddress = new TI.LongInteger());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Resources.cs
示例13: damage_data_struct
public damage_data_struct() : base(14)
{
Add(SideEffect = new TI.Enum());
Add(Category = new TI.Enum());
Add(Flags = new TI.Flags());
Add(AOECoreRadius = new TI.Real()); // not exposed for continuous_damage_effect
Add(DamageLowerBound = new TI.Real());
Add(DamageUpperBound = new TI.RealBounds());
Add(VehiclePassThroughPenalty = new TI.Real());
Add(ActiveCamoDamage = new TI.Real()); // not exposed for continuous_damage_effect
Add(Stun = new TI.Real());
Add(MaxStun = new TI.Real());
Add(StunTime = new TI.Real());
Add(TI.Pad.DWord);
Add(InstantaneousAcceleration = new TI.Real());
Add(new TI.Pad(4 + 4)); // useless padding
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Effects.cs
示例14: sound_playback_parameters_struct
public sound_playback_parameters_struct() : base(14)
{
Add(MinDist = new TI.Real());
Add(MaxDist = new TI.Real());
Add(SkipFraction = new TI.Real(TI.FieldType.RealFraction));
Add(MaxBendPerSec = new TI.Real());
Add(GainBase = new TI.Real());
Add(GainVariance = new TI.Real());
Add(RandomPitchBounds = new TI.ShortIntegerBounds());
Add(InnerConeAngle = new TI.Real(TI.FieldType.Angle));
Add(OuterConeAngle = new TI.Real(TI.FieldType.Angle));
Add(OuterConeGain = new TI.Real());
Add(Flags = new TI.Flags());
Add(Azimuth = new TI.Real(TI.FieldType.Angle));
Add(PositionalGain = new TI.Real());
Add(FirstPersonGain = new TI.Real());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:17,代码来源:Sound.cs
示例15: global_hud_element_struct
public global_hud_element_struct() : base(13)
{
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(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:18,代码来源:Hud.cs
示例16: 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17: 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18: object_function_block
public object_function_block() : base(21)
{
Add(Flags = new TI.Flags());
Add(Period = new TI.Real());
Add(ScalePeriodBy = new TI.Enum());
Add(Function = new TI.Enum());
Add(ScaleFunctionBy = new TI.Enum());
Add(WobbleFunction = new TI.Enum());
Add(WobblePeriod = new TI.Real());
Add(WobbleMagnitude = new TI.Real());
Add(SquareWaveThreshold = new TI.Real(TI.FieldType.RealFraction));
Add(StepCount = new TI.ShortInteger());
Add(MapTo = new TI.Enum());
Add(SawtoothCount = new TI.ShortInteger());
Add(_Add = new TI.Enum());
Add(ScaleResultBy = new TI.Enum());
Add(BoundsMode = new TI.Enum());
Add(Bounds = new TI.RealBounds(BlamLib.TagInterface.FieldType.RealFractionBounds));
Add(new TI.Pad(4 + 2));
Add(TurnoffWith = new TI.BlockIndex());
Add(ScaleBy = new TI.Real());
Add(new TI.Pad(252 + 16));
Add(Usage = new TI.String());
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:24,代码来源:Objects.cs
示例19: scenario_vehicle_block
public TI.Flags MultiplayerSpawnFlags; // halopc only
#endregion
public scenario_vehicle_block() : base(4)
{
Add(MultiplayerTeamIndex = new TI.ByteInteger());
Add(new TI.Pad(1));
Add(MultiplayerSpawnFlags = new TI.Flags(BlamLib.TagInterface.FieldType.WordFlags));
Add(new TI.Pad(28));
}
开发者ID:CodeAsm,项目名称:open-sauce,代码行数:10,代码来源:Scenario.cs
示例20: 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
注:本文中的BlamLib.TagInterface.Flags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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