Class SkyScene
One sky scene (an MSSN record, Shadowlands+), tying a SkySceneID to its condition and object ranges.
public class SkyScene : IDisposable
- Inheritance
-
SkyScene
- Implements
- Inherited Members
Constructors
SkyScene()
public SkyScene()
SkyScene(uint, uint, short, short, ushort, short, uint, uint, uint, uint)
public SkyScene(uint skySceneId, uint unk1, short conditionIndex, short conditionCount, ushort objectIndex, short objectCount, uint unk4, uint unk5, uint unk6, uint unk7)
Parameters
skySceneIduintunk1uintconditionIndexshortconditionCountshortobjectIndexushortobjectCountshortunk4uintunk5uintunk6uintunk7uint
SkyScene(SkyScene)
Copy-construct: a deep copy of other (the C++ copy constructor).
public SkyScene(SkyScene other)
Parameters
otherSkyScene
Properties
ConditionCount
Condition record count.
public short ConditionCount { get; set; }
Property Value
ConditionIndex
First condition record in MSSC.
public short ConditionIndex { get; set; }
Property Value
ObjectCount
Object record count.
public short ObjectCount { get; set; }
Property Value
ObjectIndex
First object record in MSSO.
public ushort ObjectIndex { get; set; }
Property Value
SkySceneId
Foreign key into SkySceneXPlayerCondition (SkySceneID).
public uint SkySceneId { get; set; }
Property Value
Unk1
Unknown; possibly the SkySceneXPlayerCondition record count.
public uint Unk1 { get; set; }
Property Value
Unk4
Unknown.
public uint Unk4 { get; set; }
Property Value
Unk5
Unknown.
public uint Unk5 { get; set; }
Property Value
Unk6
Unknown.
public uint Unk6 { get; set; }
Property Value
Unk7
Unknown.
public uint Unk7 { 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()