// // automatically generated by the FlatBuffers compiler, do not modify // namespace SCHALE.Common.FlatData { using global::System; using global::System.Collections.Generic; using global::SCHALE.Common.Crypto; using global::Google.FlatBuffers; public struct MiniGameDefenseFixedStatExcel : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); } public static MiniGameDefenseFixedStatExcel GetRootAsMiniGameDefenseFixedStatExcel(ByteBuffer _bb) { return GetRootAsMiniGameDefenseFixedStatExcel(_bb, new MiniGameDefenseFixedStatExcel()); } public static MiniGameDefenseFixedStatExcel GetRootAsMiniGameDefenseFixedStatExcel(ByteBuffer _bb, MiniGameDefenseFixedStatExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); } public MiniGameDefenseFixedStatExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public long MinigameDefenseFixedStatId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int Level { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Grade { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int ExSkillLevel { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int NoneExSkillLevel { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Equipment1Tier { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Equipment1Level { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Equipment2Tier { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Equipment2Level { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Equipment3Tier { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Equipment3Level { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int CharacterWeaponGrade { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int CharacterWeaponLevel { get { int o = __p.__offset(28); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int CharacterGearTier { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int CharacterGearLevel { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public static Offset CreateMiniGameDefenseFixedStatExcel(FlatBufferBuilder builder, long MinigameDefenseFixedStatId = 0, int Level = 0, int Grade = 0, int ExSkillLevel = 0, int NoneExSkillLevel = 0, int Equipment1Tier = 0, int Equipment1Level = 0, int Equipment2Tier = 0, int Equipment2Level = 0, int Equipment3Tier = 0, int Equipment3Level = 0, int CharacterWeaponGrade = 0, int CharacterWeaponLevel = 0, int CharacterGearTier = 0, int CharacterGearLevel = 0) { builder.StartTable(15); MiniGameDefenseFixedStatExcel.AddMinigameDefenseFixedStatId(builder, MinigameDefenseFixedStatId); MiniGameDefenseFixedStatExcel.AddCharacterGearLevel(builder, CharacterGearLevel); MiniGameDefenseFixedStatExcel.AddCharacterGearTier(builder, CharacterGearTier); MiniGameDefenseFixedStatExcel.AddCharacterWeaponLevel(builder, CharacterWeaponLevel); MiniGameDefenseFixedStatExcel.AddCharacterWeaponGrade(builder, CharacterWeaponGrade); MiniGameDefenseFixedStatExcel.AddEquipment3Level(builder, Equipment3Level); MiniGameDefenseFixedStatExcel.AddEquipment3Tier(builder, Equipment3Tier); MiniGameDefenseFixedStatExcel.AddEquipment2Level(builder, Equipment2Level); MiniGameDefenseFixedStatExcel.AddEquipment2Tier(builder, Equipment2Tier); MiniGameDefenseFixedStatExcel.AddEquipment1Level(builder, Equipment1Level); MiniGameDefenseFixedStatExcel.AddEquipment1Tier(builder, Equipment1Tier); MiniGameDefenseFixedStatExcel.AddNoneExSkillLevel(builder, NoneExSkillLevel); MiniGameDefenseFixedStatExcel.AddExSkillLevel(builder, ExSkillLevel); MiniGameDefenseFixedStatExcel.AddGrade(builder, Grade); MiniGameDefenseFixedStatExcel.AddLevel(builder, Level); return MiniGameDefenseFixedStatExcel.EndMiniGameDefenseFixedStatExcel(builder); } public static void StartMiniGameDefenseFixedStatExcel(FlatBufferBuilder builder) { builder.StartTable(15); } public static void AddMinigameDefenseFixedStatId(FlatBufferBuilder builder, long minigameDefenseFixedStatId) { builder.AddLong(0, minigameDefenseFixedStatId, 0); } public static void AddLevel(FlatBufferBuilder builder, int level) { builder.AddInt(1, level, 0); } public static void AddGrade(FlatBufferBuilder builder, int grade) { builder.AddInt(2, grade, 0); } public static void AddExSkillLevel(FlatBufferBuilder builder, int exSkillLevel) { builder.AddInt(3, exSkillLevel, 0); } public static void AddNoneExSkillLevel(FlatBufferBuilder builder, int noneExSkillLevel) { builder.AddInt(4, noneExSkillLevel, 0); } public static void AddEquipment1Tier(FlatBufferBuilder builder, int equipment1Tier) { builder.AddInt(5, equipment1Tier, 0); } public static void AddEquipment1Level(FlatBufferBuilder builder, int equipment1Level) { builder.AddInt(6, equipment1Level, 0); } public static void AddEquipment2Tier(FlatBufferBuilder builder, int equipment2Tier) { builder.AddInt(7, equipment2Tier, 0); } public static void AddEquipment2Level(FlatBufferBuilder builder, int equipment2Level) { builder.AddInt(8, equipment2Level, 0); } public static void AddEquipment3Tier(FlatBufferBuilder builder, int equipment3Tier) { builder.AddInt(9, equipment3Tier, 0); } public static void AddEquipment3Level(FlatBufferBuilder builder, int equipment3Level) { builder.AddInt(10, equipment3Level, 0); } public static void AddCharacterWeaponGrade(FlatBufferBuilder builder, int characterWeaponGrade) { builder.AddInt(11, characterWeaponGrade, 0); } public static void AddCharacterWeaponLevel(FlatBufferBuilder builder, int characterWeaponLevel) { builder.AddInt(12, characterWeaponLevel, 0); } public static void AddCharacterGearTier(FlatBufferBuilder builder, int characterGearTier) { builder.AddInt(13, characterGearTier, 0); } public static void AddCharacterGearLevel(FlatBufferBuilder builder, int characterGearLevel) { builder.AddInt(14, characterGearLevel, 0); } public static Offset EndMiniGameDefenseFixedStatExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(o); } public MiniGameDefenseFixedStatExcelT UnPack() { var _o = new MiniGameDefenseFixedStatExcelT(); this.UnPackTo(_o); return _o; } public void UnPackTo(MiniGameDefenseFixedStatExcelT _o) { byte[] key = TableEncryptionService.CreateKey("MiniGameDefenseFixedStat"); _o.MinigameDefenseFixedStatId = TableEncryptionService.Convert(this.MinigameDefenseFixedStatId, key); _o.Level = TableEncryptionService.Convert(this.Level, key); _o.Grade = TableEncryptionService.Convert(this.Grade, key); _o.ExSkillLevel = TableEncryptionService.Convert(this.ExSkillLevel, key); _o.NoneExSkillLevel = TableEncryptionService.Convert(this.NoneExSkillLevel, key); _o.Equipment1Tier = TableEncryptionService.Convert(this.Equipment1Tier, key); _o.Equipment1Level = TableEncryptionService.Convert(this.Equipment1Level, key); _o.Equipment2Tier = TableEncryptionService.Convert(this.Equipment2Tier, key); _o.Equipment2Level = TableEncryptionService.Convert(this.Equipment2Level, key); _o.Equipment3Tier = TableEncryptionService.Convert(this.Equipment3Tier, key); _o.Equipment3Level = TableEncryptionService.Convert(this.Equipment3Level, key); _o.CharacterWeaponGrade = TableEncryptionService.Convert(this.CharacterWeaponGrade, key); _o.CharacterWeaponLevel = TableEncryptionService.Convert(this.CharacterWeaponLevel, key); _o.CharacterGearTier = TableEncryptionService.Convert(this.CharacterGearTier, key); _o.CharacterGearLevel = TableEncryptionService.Convert(this.CharacterGearLevel, key); } public static Offset Pack(FlatBufferBuilder builder, MiniGameDefenseFixedStatExcelT _o) { if (_o == null) return default(Offset); return CreateMiniGameDefenseFixedStatExcel( builder, _o.MinigameDefenseFixedStatId, _o.Level, _o.Grade, _o.ExSkillLevel, _o.NoneExSkillLevel, _o.Equipment1Tier, _o.Equipment1Level, _o.Equipment2Tier, _o.Equipment2Level, _o.Equipment3Tier, _o.Equipment3Level, _o.CharacterWeaponGrade, _o.CharacterWeaponLevel, _o.CharacterGearTier, _o.CharacterGearLevel); } } public class MiniGameDefenseFixedStatExcelT { public long MinigameDefenseFixedStatId { get; set; } public int Level { get; set; } public int Grade { get; set; } public int ExSkillLevel { get; set; } public int NoneExSkillLevel { get; set; } public int Equipment1Tier { get; set; } public int Equipment1Level { get; set; } public int Equipment2Tier { get; set; } public int Equipment2Level { get; set; } public int Equipment3Tier { get; set; } public int Equipment3Level { get; set; } public int CharacterWeaponGrade { get; set; } public int CharacterWeaponLevel { get; set; } public int CharacterGearTier { get; set; } public int CharacterGearLevel { get; set; } public MiniGameDefenseFixedStatExcelT() { this.MinigameDefenseFixedStatId = 0; this.Level = 0; this.Grade = 0; this.ExSkillLevel = 0; this.NoneExSkillLevel = 0; this.Equipment1Tier = 0; this.Equipment1Level = 0; this.Equipment2Tier = 0; this.Equipment2Level = 0; this.Equipment3Tier = 0; this.Equipment3Level = 0; this.CharacterWeaponGrade = 0; this.CharacterWeaponLevel = 0; this.CharacterGearTier = 0; this.CharacterGearLevel = 0; } } static public class MiniGameDefenseFixedStatExcelVerify { static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos) { return verifier.VerifyTableStart(tablePos) && verifier.VerifyField(tablePos, 4 /*MinigameDefenseFixedStatId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 6 /*Level*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 8 /*Grade*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 10 /*ExSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 12 /*NoneExSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 14 /*Equipment1Tier*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 16 /*Equipment1Level*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 18 /*Equipment2Tier*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 20 /*Equipment2Level*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 22 /*Equipment3Tier*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 24 /*Equipment3Level*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 26 /*CharacterWeaponGrade*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 28 /*CharacterWeaponLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 30 /*CharacterGearTier*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 32 /*CharacterGearLevel*/, 4 /*int*/, 4, false) && verifier.VerifyTableEnd(tablePos); } } }