// // automatically generated by the FlatBuffers compiler, do not modify // namespace SCHALE.Common.FlatData { using global::System; using global::System.Collections.Generic; using global::Google.FlatBuffers; public struct ConstMiniGameShootingExcel : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); } public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb) { return GetRootAsConstMiniGameShootingExcel(_bb, new ConstMiniGameShootingExcel()); } public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb, ConstMiniGameShootingExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); } public ConstMiniGameShootingExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public long NormalStageId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int NormalSectionCount { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public long HardStageId { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int HardSectionCount { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public long LeftPlayerCharacterId { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long RightPlayerCharacterId { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long HiddenPlayerCharacterId { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public float CameraSmoothTime { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public string SpawnEffectPath { get { int o = __p.__offset(20); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetSpawnEffectPathBytes() { return __p.__vector_as_span(20, 1); } #else public ArraySegment? GetSpawnEffectPathBytes() { return __p.__vector_as_arraysegment(20); } #endif public byte[] GetSpawnEffectPathArray() { return __p.__vector_as_array(20); } public float WaitTimeAfterSpawn { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public static Offset CreateConstMiniGameShootingExcel(FlatBufferBuilder builder, long NormalStageId = 0, int NormalSectionCount = 0, long HardStageId = 0, int HardSectionCount = 0, long LeftPlayerCharacterId = 0, long RightPlayerCharacterId = 0, long HiddenPlayerCharacterId = 0, float CameraSmoothTime = 0.0f, StringOffset SpawnEffectPathOffset = default(StringOffset), float WaitTimeAfterSpawn = 0.0f) { builder.StartTable(10); ConstMiniGameShootingExcel.AddHiddenPlayerCharacterId(builder, HiddenPlayerCharacterId); ConstMiniGameShootingExcel.AddRightPlayerCharacterId(builder, RightPlayerCharacterId); ConstMiniGameShootingExcel.AddLeftPlayerCharacterId(builder, LeftPlayerCharacterId); ConstMiniGameShootingExcel.AddHardStageId(builder, HardStageId); ConstMiniGameShootingExcel.AddNormalStageId(builder, NormalStageId); ConstMiniGameShootingExcel.AddWaitTimeAfterSpawn(builder, WaitTimeAfterSpawn); ConstMiniGameShootingExcel.AddSpawnEffectPath(builder, SpawnEffectPathOffset); ConstMiniGameShootingExcel.AddCameraSmoothTime(builder, CameraSmoothTime); ConstMiniGameShootingExcel.AddHardSectionCount(builder, HardSectionCount); ConstMiniGameShootingExcel.AddNormalSectionCount(builder, NormalSectionCount); return ConstMiniGameShootingExcel.EndConstMiniGameShootingExcel(builder); } public static void StartConstMiniGameShootingExcel(FlatBufferBuilder builder) { builder.StartTable(10); } public static void AddNormalStageId(FlatBufferBuilder builder, long normalStageId) { builder.AddLong(0, normalStageId, 0); } public static void AddNormalSectionCount(FlatBufferBuilder builder, int normalSectionCount) { builder.AddInt(1, normalSectionCount, 0); } public static void AddHardStageId(FlatBufferBuilder builder, long hardStageId) { builder.AddLong(2, hardStageId, 0); } public static void AddHardSectionCount(FlatBufferBuilder builder, int hardSectionCount) { builder.AddInt(3, hardSectionCount, 0); } public static void AddLeftPlayerCharacterId(FlatBufferBuilder builder, long leftPlayerCharacterId) { builder.AddLong(4, leftPlayerCharacterId, 0); } public static void AddRightPlayerCharacterId(FlatBufferBuilder builder, long rightPlayerCharacterId) { builder.AddLong(5, rightPlayerCharacterId, 0); } public static void AddHiddenPlayerCharacterId(FlatBufferBuilder builder, long hiddenPlayerCharacterId) { builder.AddLong(6, hiddenPlayerCharacterId, 0); } public static void AddCameraSmoothTime(FlatBufferBuilder builder, float cameraSmoothTime) { builder.AddFloat(7, cameraSmoothTime, 0.0f); } public static void AddSpawnEffectPath(FlatBufferBuilder builder, StringOffset spawnEffectPathOffset) { builder.AddOffset(8, spawnEffectPathOffset.Value, 0); } public static void AddWaitTimeAfterSpawn(FlatBufferBuilder builder, float waitTimeAfterSpawn) { builder.AddFloat(9, waitTimeAfterSpawn, 0.0f); } public static Offset EndConstMiniGameShootingExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(o); } } static public class ConstMiniGameShootingExcelVerify { static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos) { return verifier.VerifyTableStart(tablePos) && verifier.VerifyField(tablePos, 4 /*NormalStageId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 6 /*NormalSectionCount*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 8 /*HardStageId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 10 /*HardSectionCount*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 12 /*LeftPlayerCharacterId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 14 /*RightPlayerCharacterId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 16 /*HiddenPlayerCharacterId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 18 /*CameraSmoothTime*/, 4 /*float*/, 4, false) && verifier.VerifyString(tablePos, 20 /*SpawnEffectPath*/, false) && verifier.VerifyField(tablePos, 22 /*WaitTimeAfterSpawn*/, 4 /*float*/, 4, false) && verifier.VerifyTableEnd(tablePos); } } }