200 lines
12 KiB
C#
200 lines
12 KiB
C#
// <auto-generated>
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// automatically generated by the FlatBuffers compiler, do not modify
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// </auto-generated>
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namespace SCHALE.Common.FlatData
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{
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using global::System;
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using global::System.Collections.Generic;
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using global::SCHALE.Common.Crypto;
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using global::Google.FlatBuffers;
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public struct ConstMiniGameShootingExcel : IFlatbufferObject
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{
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private Table __p;
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public ByteBuffer ByteBuffer { get { return __p.bb; } }
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public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); }
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public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb) { return GetRootAsConstMiniGameShootingExcel(_bb, new ConstMiniGameShootingExcel()); }
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public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb, ConstMiniGameShootingExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
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public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); }
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public ConstMiniGameShootingExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public long NormalStageId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public int NormalSectionCount { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public long HardStageId { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public int HardSectionCount { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public long FreeStageId { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public int FreeSectionCount { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public long PlayerCharacterId(int j) { int o = __p.__offset(16); return o != 0 ? __p.bb.GetLong(__p.__vector(o) + j * 8) : (long)0; }
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public int PlayerCharacterIdLength { get { int o = __p.__offset(16); return o != 0 ? __p.__vector_len(o) : 0; } }
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#if ENABLE_SPAN_T
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public Span<long> GetPlayerCharacterIdBytes() { return __p.__vector_as_span<long>(16, 8); }
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#else
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public ArraySegment<byte>? GetPlayerCharacterIdBytes() { return __p.__vector_as_arraysegment(16); }
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#endif
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public long[] GetPlayerCharacterIdArray() { return __p.__vector_as_array<long>(16); }
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public long HiddenPlayerCharacterId { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public float CameraSmoothTime { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
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public string SpawnEffectPath { get { int o = __p.__offset(22); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
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public Span<byte> GetSpawnEffectPathBytes() { return __p.__vector_as_span<byte>(22, 1); }
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#else
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public ArraySegment<byte>? GetSpawnEffectPathBytes() { return __p.__vector_as_arraysegment(22); }
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#endif
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public byte[] GetSpawnEffectPathArray() { return __p.__vector_as_array<byte>(22); }
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public float WaitTimeAfterSpawn { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
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public int FreeGearInterval { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> CreateConstMiniGameShootingExcel(FlatBufferBuilder builder,
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long NormalStageId = 0,
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int NormalSectionCount = 0,
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long HardStageId = 0,
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int HardSectionCount = 0,
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long FreeStageId = 0,
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int FreeSectionCount = 0,
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VectorOffset PlayerCharacterIdOffset = default(VectorOffset),
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long HiddenPlayerCharacterId = 0,
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float CameraSmoothTime = 0.0f,
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StringOffset SpawnEffectPathOffset = default(StringOffset),
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float WaitTimeAfterSpawn = 0.0f,
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int FreeGearInterval = 0) {
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builder.StartTable(12);
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ConstMiniGameShootingExcel.AddHiddenPlayerCharacterId(builder, HiddenPlayerCharacterId);
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ConstMiniGameShootingExcel.AddFreeStageId(builder, FreeStageId);
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ConstMiniGameShootingExcel.AddHardStageId(builder, HardStageId);
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ConstMiniGameShootingExcel.AddNormalStageId(builder, NormalStageId);
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ConstMiniGameShootingExcel.AddFreeGearInterval(builder, FreeGearInterval);
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ConstMiniGameShootingExcel.AddWaitTimeAfterSpawn(builder, WaitTimeAfterSpawn);
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ConstMiniGameShootingExcel.AddSpawnEffectPath(builder, SpawnEffectPathOffset);
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ConstMiniGameShootingExcel.AddCameraSmoothTime(builder, CameraSmoothTime);
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ConstMiniGameShootingExcel.AddPlayerCharacterId(builder, PlayerCharacterIdOffset);
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ConstMiniGameShootingExcel.AddFreeSectionCount(builder, FreeSectionCount);
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ConstMiniGameShootingExcel.AddHardSectionCount(builder, HardSectionCount);
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ConstMiniGameShootingExcel.AddNormalSectionCount(builder, NormalSectionCount);
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return ConstMiniGameShootingExcel.EndConstMiniGameShootingExcel(builder);
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}
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public static void StartConstMiniGameShootingExcel(FlatBufferBuilder builder) { builder.StartTable(12); }
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public static void AddNormalStageId(FlatBufferBuilder builder, long normalStageId) { builder.AddLong(0, normalStageId, 0); }
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public static void AddNormalSectionCount(FlatBufferBuilder builder, int normalSectionCount) { builder.AddInt(1, normalSectionCount, 0); }
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public static void AddHardStageId(FlatBufferBuilder builder, long hardStageId) { builder.AddLong(2, hardStageId, 0); }
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public static void AddHardSectionCount(FlatBufferBuilder builder, int hardSectionCount) { builder.AddInt(3, hardSectionCount, 0); }
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public static void AddFreeStageId(FlatBufferBuilder builder, long freeStageId) { builder.AddLong(4, freeStageId, 0); }
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public static void AddFreeSectionCount(FlatBufferBuilder builder, int freeSectionCount) { builder.AddInt(5, freeSectionCount, 0); }
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public static void AddPlayerCharacterId(FlatBufferBuilder builder, VectorOffset playerCharacterIdOffset) { builder.AddOffset(6, playerCharacterIdOffset.Value, 0); }
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public static VectorOffset CreatePlayerCharacterIdVector(FlatBufferBuilder builder, long[] data) { builder.StartVector(8, data.Length, 8); for (int i = data.Length - 1; i >= 0; i--) builder.AddLong(data[i]); return builder.EndVector(); }
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public static VectorOffset CreatePlayerCharacterIdVectorBlock(FlatBufferBuilder builder, long[] data) { builder.StartVector(8, data.Length, 8); builder.Add(data); return builder.EndVector(); }
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public static VectorOffset CreatePlayerCharacterIdVectorBlock(FlatBufferBuilder builder, ArraySegment<long> data) { builder.StartVector(8, data.Count, 8); builder.Add(data); return builder.EndVector(); }
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public static VectorOffset CreatePlayerCharacterIdVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add<long>(dataPtr, sizeInBytes); return builder.EndVector(); }
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public static void StartPlayerCharacterIdVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(8, numElems, 8); }
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public static void AddHiddenPlayerCharacterId(FlatBufferBuilder builder, long hiddenPlayerCharacterId) { builder.AddLong(7, hiddenPlayerCharacterId, 0); }
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public static void AddCameraSmoothTime(FlatBufferBuilder builder, float cameraSmoothTime) { builder.AddFloat(8, cameraSmoothTime, 0.0f); }
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public static void AddSpawnEffectPath(FlatBufferBuilder builder, StringOffset spawnEffectPathOffset) { builder.AddOffset(9, spawnEffectPathOffset.Value, 0); }
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public static void AddWaitTimeAfterSpawn(FlatBufferBuilder builder, float waitTimeAfterSpawn) { builder.AddFloat(10, waitTimeAfterSpawn, 0.0f); }
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public static void AddFreeGearInterval(FlatBufferBuilder builder, int freeGearInterval) { builder.AddInt(11, freeGearInterval, 0); }
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public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> EndConstMiniGameShootingExcel(FlatBufferBuilder builder) {
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int o = builder.EndTable();
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return new Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel>(o);
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}
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public ConstMiniGameShootingExcelT UnPack() {
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var _o = new ConstMiniGameShootingExcelT();
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this.UnPackTo(_o);
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return _o;
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}
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public void UnPackTo(ConstMiniGameShootingExcelT _o) {
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byte[] key = TableEncryptionService.CreateKey("ConstMiniGameShooting");
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_o.NormalStageId = TableEncryptionService.Convert(this.NormalStageId, key);
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_o.NormalSectionCount = TableEncryptionService.Convert(this.NormalSectionCount, key);
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_o.HardStageId = TableEncryptionService.Convert(this.HardStageId, key);
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_o.HardSectionCount = TableEncryptionService.Convert(this.HardSectionCount, key);
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_o.FreeStageId = TableEncryptionService.Convert(this.FreeStageId, key);
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_o.FreeSectionCount = TableEncryptionService.Convert(this.FreeSectionCount, key);
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_o.PlayerCharacterId = new List<long>();
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for (var _j = 0; _j < this.PlayerCharacterIdLength; ++_j) {_o.PlayerCharacterId.Add(TableEncryptionService.Convert(this.PlayerCharacterId(_j), key));}
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_o.HiddenPlayerCharacterId = TableEncryptionService.Convert(this.HiddenPlayerCharacterId, key);
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_o.CameraSmoothTime = TableEncryptionService.Convert(this.CameraSmoothTime, key);
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_o.SpawnEffectPath = TableEncryptionService.Convert(this.SpawnEffectPath, key);
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_o.WaitTimeAfterSpawn = TableEncryptionService.Convert(this.WaitTimeAfterSpawn, key);
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_o.FreeGearInterval = TableEncryptionService.Convert(this.FreeGearInterval, key);
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}
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public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> Pack(FlatBufferBuilder builder, ConstMiniGameShootingExcelT _o) {
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if (_o == null) return default(Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel>);
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var _PlayerCharacterId = default(VectorOffset);
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if (_o.PlayerCharacterId != null) {
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var __PlayerCharacterId = _o.PlayerCharacterId.ToArray();
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_PlayerCharacterId = CreatePlayerCharacterIdVector(builder, __PlayerCharacterId);
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}
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var _SpawnEffectPath = _o.SpawnEffectPath == null ? default(StringOffset) : builder.CreateString(_o.SpawnEffectPath);
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return CreateConstMiniGameShootingExcel(
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builder,
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_o.NormalStageId,
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_o.NormalSectionCount,
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_o.HardStageId,
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_o.HardSectionCount,
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_o.FreeStageId,
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_o.FreeSectionCount,
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_PlayerCharacterId,
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_o.HiddenPlayerCharacterId,
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_o.CameraSmoothTime,
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_SpawnEffectPath,
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_o.WaitTimeAfterSpawn,
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_o.FreeGearInterval);
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}
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}
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public class ConstMiniGameShootingExcelT
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{
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public long NormalStageId { get; set; }
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public int NormalSectionCount { get; set; }
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public long HardStageId { get; set; }
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public int HardSectionCount { get; set; }
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public long FreeStageId { get; set; }
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public int FreeSectionCount { get; set; }
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public List<long> PlayerCharacterId { get; set; }
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public long HiddenPlayerCharacterId { get; set; }
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public float CameraSmoothTime { get; set; }
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public string SpawnEffectPath { get; set; }
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public float WaitTimeAfterSpawn { get; set; }
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public int FreeGearInterval { get; set; }
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public ConstMiniGameShootingExcelT() {
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this.NormalStageId = 0;
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this.NormalSectionCount = 0;
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this.HardStageId = 0;
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this.HardSectionCount = 0;
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this.FreeStageId = 0;
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this.FreeSectionCount = 0;
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this.PlayerCharacterId = null;
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this.HiddenPlayerCharacterId = 0;
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this.CameraSmoothTime = 0.0f;
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this.SpawnEffectPath = null;
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this.WaitTimeAfterSpawn = 0.0f;
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this.FreeGearInterval = 0;
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}
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}
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static public class ConstMiniGameShootingExcelVerify
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{
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static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos)
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{
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return verifier.VerifyTableStart(tablePos)
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&& verifier.VerifyField(tablePos, 4 /*NormalStageId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 6 /*NormalSectionCount*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 8 /*HardStageId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 10 /*HardSectionCount*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 12 /*FreeStageId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 14 /*FreeSectionCount*/, 4 /*int*/, 4, false)
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&& verifier.VerifyVectorOfData(tablePos, 16 /*PlayerCharacterId*/, 8 /*long*/, false)
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&& verifier.VerifyField(tablePos, 18 /*HiddenPlayerCharacterId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 20 /*CameraSmoothTime*/, 4 /*float*/, 4, false)
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&& verifier.VerifyString(tablePos, 22 /*SpawnEffectPath*/, false)
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&& verifier.VerifyField(tablePos, 24 /*WaitTimeAfterSpawn*/, 4 /*float*/, 4, false)
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&& verifier.VerifyField(tablePos, 26 /*FreeGearInterval*/, 4 /*int*/, 4, false)
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&& verifier.VerifyTableEnd(tablePos);
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}
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}
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}
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