Class SceneLivingDef
One scene-living (world) definition (an MSLD record, The War Within+): a time-windowed scene schedule.
public class SceneLivingDef : IDisposable
- Inheritance
-
SceneLivingDef
- Implements
- Inherited Members
Constructors
SceneLivingDef()
public SceneLivingDef()
SceneLivingDef(uint, uint, uint, uint, uint, uint, uint, uint)
public SceneLivingDef(uint unk0, uint unk1, uint unk2, uint unk3, uint timeStart0, uint timeStart1, uint timeEnd0, uint timeEnd1)
Parameters
SceneLivingDef(SceneLivingDef)
Copy-construct: a deep copy of other (the C++ copy constructor).
public SceneLivingDef(SceneLivingDef other)
Parameters
otherSceneLivingDef
Properties
TimeEnd0
Window end (first pair value).
public uint TimeEnd0 { get; set; }
Property Value
TimeEnd1
Window end (second pair value).
public uint TimeEnd1 { get; set; }
Property Value
TimeStart0
Window start (first pair value).
public uint TimeStart0 { get; set; }
Property Value
TimeStart1
Window start (second pair value).
public uint TimeStart1 { get; set; }
Property Value
Unk0
Unknown.
public uint Unk0 { get; set; }
Property Value
Unk1
Unknown.
public uint Unk1 { get; set; }
Property Value
Unk2
Unknown.
public uint Unk2 { get; set; }
Property Value
Unk3
Unknown.
public uint Unk3 { get; set; }
Property Value
Methods
Dispose()
Release the native object now. Optional: the finalizer releases it on
collection anyway - dispose (or using) when you want native memory back
promptly.
public virtual void Dispose()