namespace DynamicAssets; table FBFactorySingleGridRangeData { OptionStart: int; HeightMin: short; HeightMax: short; Flag: uint8; OptionNum: uint8; } table FBFactoryChunkData { status: uint = 0; Index: [int]; Nums: [uint8]; Ranges: [FBFactorySingleGridRangeData]; AllOptionSpecData: [ulong]; } table FBDynamicSceneGuid { V0: uint; V1: uint; V2: uint; V3: uint; } table FBDynamicSceneVector3 { X: float; Y: float; Z: float; } table FBDynamicSceneTransform { posX: float; posY: float; posZ: float; rotX: float; rotY: float; rotZ: float; sclX: float; sclY: float; sclZ: float; } table FBDynamicSceneDataIndex { IsInvalid: bool; Type: int; Grid: uint; Index: int; } table FBDynamicSceneBounds { CenterX: float; CenterY: float; CenterZ: float; ExtentsX: float; ExtentsY: float; ExtentsZ: float; } table FBDynamicSceneModel { guidV0: uint; guidV1: uint; guidV2: uint; guidV3: uint; transposX: float; transposY: float; transposZ: float; transrotX: float; transrotY: float; transrotZ: float; transsclX: float; transsclY: float; transsclZ: float; AnimatorMin: uint; AnimatorMax: uint; PathHash: long; } table FBDynamicSceneEffect { Path: int; Name: int; Dis: float; transposX: float; transposY: float; transposZ: float; transrotX: float; transrotY: float; transrotZ: float; transsclX: float; transsclY: float; transsclZ: float; AssetHash: long; Lod0Grid: uint; Lod1Grid: uint; LoopSoundType: int; LoopSoundKey: int; SoundStartKey: uint; SoundEndKey: uint; UseParticleSound: bool; UseBBox: bool; bboxMinX: float; bboxMinY: float; bboxMinZ: float; bboxMaxX: float; bboxMaxY: float; bboxMaxZ: float; } table FBDynamicSceneEcs { Start: int; Num: int; Chunk: int; } table FBDynamicSceneEcsModel { modelIsInvalid: bool; modelType: int; modelGrid: uint; modelIndex: int; ecsIsInvalid: bool; ecsType: int; ecsGrid: uint; ecsIndex: int; LGrid: uint; BGrid: uint; AlwaysModel: int; } table FBDynamicSceneDataGroup { indexIsInvalid: bool; indexType: int; indexGrid: uint; indexIndex: int; Num: int; } table FBDynamicSceneResourceGroupWithStateDesc { groupindexIsInvalid: bool; groupindexType: int; groupindexGrid: uint; groupindexIndex: int; groupNum: int; SceneState: uint; LogicState: uint; LevelNum: int; FactoryIndex: int; } table FBDynamicSceneNavModifyArea { Area: int; posX: float; posY: float; posZ: float; rotX: float; rotY: float; rotZ: float; sclX: float; sclY: float; sclZ: float; } table FBDynamicSceneMountPair { Mount: int; indexIsInvalid: bool; indexType: int; indexGrid: uint; indexIndex: int; } table FBDynamicSceneIntStrMapEntry { K: int; V: int; } table FBDynamicSceneMissionCondition { Id: int; IsQuest: int; State: int; IsSame: int; } table FBDynamicSceneIdComp { UniqueId: ulong; } table FBDynamicSceneSeatComp { UseCaptain: int; LangKey: int; posX: float; posY: float; posZ: float; rotX: float; rotY: float; rotZ: float; } table FBDynamicScenePureFuncComp { Type: int; } table FBDynamicSceneTriggerComp { Shape: int; Radius: float; centerX: float; centerY: float; centerZ: float; sizeX: float; sizeY: float; sizeZ: float; transposX: float; transposY: float; transposZ: float; transrotX: float; transrotY: float; transrotZ: float; transsclX: float; transsclY: float; transsclZ: float; posListGroupindexIsInvalid: bool; posListGroupindexType: int; posListGroupindexGrid: uint; posListGroupindexIndex: int; posListGroupNum: int; } table FBDynamicSceneHittableComp { HitType: int; } table FBDynamicSceneFactoryBlockComp { Radius: float; centerX: float; centerY: float; centerZ: float; } table FBDynamicSceneDynamicEntityControlComp { EntityId: ulong; } table FBDynamicSceneNavModifyAreaComp { groupindexIsInvalid: bool; groupindexType: int; groupindexGrid: uint; groupindexIndex: int; groupNum: int; } table FBDynamicSceneInteractiveStateComp { Id: ulong; ControlLoad: bool; StateGetter: int; CompareOperator: int; CompareTarget: int; PropertyKey: int; } table FBDynamicSceneViewStateControlComp { Id: ulong; ComputeType: int; entriesindexIsInvalid: bool; entriesindexType: int; entriesindexGrid: uint; entriesindexIndex: int; entriesNum: int; } table FBDynamicSceneMissionControlComp { conditionsindexIsInvalid: bool; conditionsindexType: int; conditionsindexGrid: uint; conditionsindexIndex: int; conditionsNum: int; CompareType: int; ToBeTrue: int; } table FBDynamicSceneGlobalVarControlComp { GlobalKey: int; ControlLoad: bool; CompareType: int; CompareValue: long; Extra1: int; Extra2: int; Extra3: int; Extra4: int; } table FBDynamicSceneSettlementControlComp { Id: int; ControlLoad: bool; CompareType: int; CompareValue: int; IsMain: bool; } table FBDynamicSceneFactoryRegionControlComp { Level: int; Index: int; } table FBDynamicSceneScriptControlComp { DefaultLoad: int; } table FBDynamicSceneResourceComp { resgroupindexIsInvalid: bool; resgroupindexType: int; resgroupindexGrid: uint; resgroupindexIndex: int; resgroupNum: int; resSceneState: uint; resLogicState: uint; resLevelNum: int; resFactoryIndex: int; mountindexIsInvalid: bool; mountindexType: int; mountindexGrid: uint; mountindexIndex: int; mountNum: int; NavState: int; navDataindexIsInvalid: bool; navDataindexType: int; navDataindexGrid: uint; navDataindexIndex: int; navDataNum: int; } table FBDynamicSceneRootComp { Type: int; State: uint; compsindexIsInvalid: bool; compsindexType: int; compsindexGrid: uint; compsindexIndex: int; compsNum: int; } table FBDynamicSceneTreeRootComp { Tid: int; NormalModel: long; } table FBDynamicSceneDecorationRootComp { Control: int; Important: int; DecoId: ulong; } table FBDynamicSceneErosionRootComp { ErosionCoreId: ulong; posListindexIsInvalid: bool; posListindexType: int; posListindexGrid: uint; posListindexIndex: int; posListNum: int; erosionCorePosX: float; erosionCorePosY: float; erosionCorePosZ: float; } table FBDynamicSceneModelViewStateControllerNewComp { ModelIdStrId: int; UseOldVersion: bool; keyStateToNameMapindexIsInvalid: bool; keyStateToNameMapindexType: int; keyStateToNameMapindexGrid: uint; keyStateToNameMapindexIndex: int; keyStateToNameMapNum: int; KeyState: int; } table FBDynamicSceneConveyorBeltComp { GroupId: ulong; IsEntry: bool; IsExit: bool; } table FBDynamicSceneConveyorBeltBoxComp { BelongGroupId: ulong; FixedProgress: int; LateralOffset: float; } table FBDynamicSceneConveyorBeltGroupComp { Speed: float; TotalLength: float; LevelId: int; SplineId: int; pathsindexIsInvalid: bool; pathsindexType: int; pathsindexGrid: uint; pathsindexIndex: int; pathsNum: int; } table FBDynamicSceneConveyorPath { Type: uint; worldStartPointX: float; worldStartPointY: float; worldStartPointZ: float; worldEndPointX: float; worldEndPointY: float; worldEndPointZ: float; Width: float; Length: float; Radius: float; worldCenterX: float; worldCenterY: float; worldCenterZ: float; StartAngle: float; EndAngle: float; rotationX: float; rotationY: float; rotationZ: float; IsClockwise: bool; StartProgress: float; EndProgress: float; } table FBDynamicScenePureSystemComp { Type: int; } table FBDynamicSceneNatureResourceComp { Type: int; } table FBDynamicSceneSludgeComp { SludgeSize: uint; SizeY: float; Thickness: float; RebornTime: float; RebornAnimTime: float; DisappearTime: float; boundsConvertorWCenterX: float; boundsConvertorWCenterY: float; boundsConvertorWCenterZ: float; boundsConvertorWExtentsX: float; boundsConvertorWExtentsY: float; boundsConvertorWExtentsZ: float; originWX: float; originWY: float; originWZ: float; upX: float; upY: float; upZ: float; rightX: float; rightY: float; rightZ: float; forwardX: float; forwardY: float; forwardZ: float; posX: float; posY: float; posZ: float; MatGuidHash: long; TexGuidHash: long; SludgeId: int; scanPointsindexIsInvalid: bool; scanPointsindexType: int; scanPointsindexGrid: uint; scanPointsindexIndex: int; scanPointsNum: int; SludgeType: int; navMeshPointsindexIsInvalid: bool; navMeshPointsindexType: int; navMeshPointsindexGrid: uint; navMeshPointsindexIndex: int; navMeshPointsNum: int; NavMeshMinH: float; NavMeshMaxH: float; disappearPointX: float; disappearPointY: float; disappearPointZ: float; wavePointX: float; wavePointY: float; wavePointZ: float; EncodedClipPlane0: uint; EncodedClipPlane1: uint; } table FBDynamicSceneExtraSceneComp { minPosX: float; minPosY: float; minPosZ: float; maxPosX: float; maxPosY: float; maxPosZ: float; currentPosX: float; currentPosY: float; currentPosZ: float; Direction: uint; } table FBDynamicSceneSceneGridInfo { centerX: float; centerY: float; centerZ: float; Len: int; } table FBDynamicSceneRemapSceneComp { sceneGridInfoListindexIsInvalid: bool; sceneGridInfoListindexType: int; sceneGridInfoListindexGrid: uint; sceneGridInfoListindexIndex: int; sceneGridInfoListNum: int; } table FBDynamicSceneWaterPipeComp { InitialAngle: float; TargetAngle: float; IsConnectedToWaterWheel: bool; InteractiveId: ulong; UpstreamInteractiveId: ulong; DelayActivateDownStream: float; HeightToDownStream: float; HeightToGround: float; IsOutFall: bool; } table FBDynamicSceneStreamingAreaComp { AreaId: int; visibleGroupindexIsInvalid: bool; visibleGroupindexType: int; visibleGroupindexGrid: uint; visibleGroupindexIndex: int; visibleGroupNum: int; } table FBDynamicSceneNavmeshObstacle { obstacleposX: float; obstacleposY: float; obstacleposZ: float; obstaclerotX: float; obstaclerotY: float; obstaclerotZ: float; obstaclesclX: float; obstaclesclY: float; obstaclesclZ: float; } table FBDynamicSceneMapVarControlComp { MapKey: int; ControlLoad: bool; CompareType: int; CompareValue: long; Extra1: int; Extra2: int; Extra3: int; Extra4: int; } table FBDynamicSceneSingleGridDescriptor { scene: int = 0; Ranges: [FBDynamicSceneDataGroup]; } table FBDynamicSceneSingleGrid { uniqueId: uint = 0; PrimitiveIntList: [int]; DataIndex: [FBDynamicSceneDataIndex]; Vector3: [FBDynamicSceneVector3]; Model: [FBDynamicSceneModel]; Effect: [FBDynamicSceneEffect]; Ecs: [FBDynamicSceneEcs]; EcsModel: [FBDynamicSceneEcsModel]; DataGroup: [FBDynamicSceneDataGroup]; ResourceGroupWithStateDesc: [FBDynamicSceneResourceGroupWithStateDesc]; NavModifyArea: [FBDynamicSceneNavModifyArea]; MountPair: [FBDynamicSceneMountPair]; IntStrMapEntry: [FBDynamicSceneIntStrMapEntry]; MissionCondition: [FBDynamicSceneMissionCondition]; IdComp: [FBDynamicSceneIdComp]; SeatComp: [FBDynamicSceneSeatComp]; PureFuncComp: [FBDynamicScenePureFuncComp]; TriggerComp: [FBDynamicSceneTriggerComp]; HittableComp: [FBDynamicSceneHittableComp]; FactoryBlockComp: [FBDynamicSceneFactoryBlockComp]; DynamicEntityControlComp: [FBDynamicSceneDynamicEntityControlComp]; NavModifyAreaComp: [FBDynamicSceneNavModifyAreaComp]; InteractiveStateComp: [FBDynamicSceneInteractiveStateComp]; ViewStateControlComp: [FBDynamicSceneViewStateControlComp]; MissionControlComp: [FBDynamicSceneMissionControlComp]; GlobalVarControlComp: [FBDynamicSceneGlobalVarControlComp]; SettlementControlComp: [FBDynamicSceneSettlementControlComp]; FactoryRegionControlComp: [FBDynamicSceneFactoryRegionControlComp]; ScriptControlComp: [FBDynamicSceneScriptControlComp]; ResourceComp: [FBDynamicSceneResourceComp]; RootComp: [FBDynamicSceneRootComp]; TreeRootComp: [FBDynamicSceneTreeRootComp]; DecorationRootComp: [FBDynamicSceneDecorationRootComp]; ErosionRootComp: [FBDynamicSceneErosionRootComp]; ModelViewStateControllerNewComp: [FBDynamicSceneModelViewStateControllerNewComp]; ConveyorBeltComp: [FBDynamicSceneConveyorBeltComp]; ConveyorBeltBoxComp: [FBDynamicSceneConveyorBeltBoxComp]; ConveyorBeltGroupComp: [FBDynamicSceneConveyorBeltGroupComp]; ConveyorPath: [FBDynamicSceneConveyorPath]; PureSystemComp: [FBDynamicScenePureSystemComp]; NatureResourceComp: [FBDynamicSceneNatureResourceComp]; SludgeComp: [FBDynamicSceneSludgeComp]; Bounds: [FBDynamicSceneBounds]; ExtraSceneComp: [FBDynamicSceneExtraSceneComp]; SceneGridInfo: [FBDynamicSceneSceneGridInfo]; RemapSceneComp: [FBDynamicSceneRemapSceneComp]; WaterPipeComp: [FBDynamicSceneWaterPipeComp]; StreamingAreaComp: [FBDynamicSceneStreamingAreaComp]; NavmeshObstacle: [FBDynamicSceneNavmeshObstacle]; MapVarControlComp: [FBDynamicSceneMapVarControlComp]; Desc: [FBDynamicSceneSingleGridDescriptor]; } table FBDynamicSceneChunkData { version: ulong = 0; streamingVersion: int = 0; uniqueId: uint = 0; Grids: [FBDynamicSceneSingleGrid]; TotalStr: [string]; }