202 lines
12 KiB
C#
202 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 MiniGameDefenseFixedStatExcel : 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 MiniGameDefenseFixedStatExcel GetRootAsMiniGameDefenseFixedStatExcel(ByteBuffer _bb) { return GetRootAsMiniGameDefenseFixedStatExcel(_bb, new MiniGameDefenseFixedStatExcel()); }
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public static MiniGameDefenseFixedStatExcel GetRootAsMiniGameDefenseFixedStatExcel(ByteBuffer _bb, MiniGameDefenseFixedStatExcel 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 MiniGameDefenseFixedStatExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public long MinigameDefenseFixedStatId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public int Level { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Grade { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int ExSkillLevel { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int NoneExSkillLevel { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Equipment1Tier { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Equipment1Level { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Equipment2Tier { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Equipment2Level { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Equipment3Tier { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int Equipment3Level { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int CharacterWeaponGrade { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int CharacterWeaponLevel { get { int o = __p.__offset(28); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int CharacterGearTier { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public int CharacterGearLevel { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public static Offset<SCHALE.Common.FlatData.MiniGameDefenseFixedStatExcel> CreateMiniGameDefenseFixedStatExcel(FlatBufferBuilder builder,
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long MinigameDefenseFixedStatId = 0,
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int Level = 0,
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int Grade = 0,
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int ExSkillLevel = 0,
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int NoneExSkillLevel = 0,
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int Equipment1Tier = 0,
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int Equipment1Level = 0,
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int Equipment2Tier = 0,
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int Equipment2Level = 0,
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int Equipment3Tier = 0,
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int Equipment3Level = 0,
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int CharacterWeaponGrade = 0,
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int CharacterWeaponLevel = 0,
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int CharacterGearTier = 0,
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int CharacterGearLevel = 0) {
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builder.StartTable(15);
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MiniGameDefenseFixedStatExcel.AddMinigameDefenseFixedStatId(builder, MinigameDefenseFixedStatId);
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MiniGameDefenseFixedStatExcel.AddCharacterGearLevel(builder, CharacterGearLevel);
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MiniGameDefenseFixedStatExcel.AddCharacterGearTier(builder, CharacterGearTier);
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MiniGameDefenseFixedStatExcel.AddCharacterWeaponLevel(builder, CharacterWeaponLevel);
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MiniGameDefenseFixedStatExcel.AddCharacterWeaponGrade(builder, CharacterWeaponGrade);
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MiniGameDefenseFixedStatExcel.AddEquipment3Level(builder, Equipment3Level);
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MiniGameDefenseFixedStatExcel.AddEquipment3Tier(builder, Equipment3Tier);
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MiniGameDefenseFixedStatExcel.AddEquipment2Level(builder, Equipment2Level);
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MiniGameDefenseFixedStatExcel.AddEquipment2Tier(builder, Equipment2Tier);
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MiniGameDefenseFixedStatExcel.AddEquipment1Level(builder, Equipment1Level);
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MiniGameDefenseFixedStatExcel.AddEquipment1Tier(builder, Equipment1Tier);
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MiniGameDefenseFixedStatExcel.AddNoneExSkillLevel(builder, NoneExSkillLevel);
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MiniGameDefenseFixedStatExcel.AddExSkillLevel(builder, ExSkillLevel);
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MiniGameDefenseFixedStatExcel.AddGrade(builder, Grade);
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MiniGameDefenseFixedStatExcel.AddLevel(builder, Level);
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return MiniGameDefenseFixedStatExcel.EndMiniGameDefenseFixedStatExcel(builder);
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}
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public static void StartMiniGameDefenseFixedStatExcel(FlatBufferBuilder builder) { builder.StartTable(15); }
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public static void AddMinigameDefenseFixedStatId(FlatBufferBuilder builder, long minigameDefenseFixedStatId) { builder.AddLong(0, minigameDefenseFixedStatId, 0); }
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public static void AddLevel(FlatBufferBuilder builder, int level) { builder.AddInt(1, level, 0); }
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public static void AddGrade(FlatBufferBuilder builder, int grade) { builder.AddInt(2, grade, 0); }
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public static void AddExSkillLevel(FlatBufferBuilder builder, int exSkillLevel) { builder.AddInt(3, exSkillLevel, 0); }
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public static void AddNoneExSkillLevel(FlatBufferBuilder builder, int noneExSkillLevel) { builder.AddInt(4, noneExSkillLevel, 0); }
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public static void AddEquipment1Tier(FlatBufferBuilder builder, int equipment1Tier) { builder.AddInt(5, equipment1Tier, 0); }
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public static void AddEquipment1Level(FlatBufferBuilder builder, int equipment1Level) { builder.AddInt(6, equipment1Level, 0); }
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public static void AddEquipment2Tier(FlatBufferBuilder builder, int equipment2Tier) { builder.AddInt(7, equipment2Tier, 0); }
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public static void AddEquipment2Level(FlatBufferBuilder builder, int equipment2Level) { builder.AddInt(8, equipment2Level, 0); }
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public static void AddEquipment3Tier(FlatBufferBuilder builder, int equipment3Tier) { builder.AddInt(9, equipment3Tier, 0); }
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public static void AddEquipment3Level(FlatBufferBuilder builder, int equipment3Level) { builder.AddInt(10, equipment3Level, 0); }
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public static void AddCharacterWeaponGrade(FlatBufferBuilder builder, int characterWeaponGrade) { builder.AddInt(11, characterWeaponGrade, 0); }
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public static void AddCharacterWeaponLevel(FlatBufferBuilder builder, int characterWeaponLevel) { builder.AddInt(12, characterWeaponLevel, 0); }
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public static void AddCharacterGearTier(FlatBufferBuilder builder, int characterGearTier) { builder.AddInt(13, characterGearTier, 0); }
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public static void AddCharacterGearLevel(FlatBufferBuilder builder, int characterGearLevel) { builder.AddInt(14, characterGearLevel, 0); }
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public static Offset<SCHALE.Common.FlatData.MiniGameDefenseFixedStatExcel> EndMiniGameDefenseFixedStatExcel(FlatBufferBuilder builder) {
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int o = builder.EndTable();
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return new Offset<SCHALE.Common.FlatData.MiniGameDefenseFixedStatExcel>(o);
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}
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public MiniGameDefenseFixedStatExcelT UnPack() {
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var _o = new MiniGameDefenseFixedStatExcelT();
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this.UnPackTo(_o);
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return _o;
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}
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public void UnPackTo(MiniGameDefenseFixedStatExcelT _o) {
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byte[] key = TableEncryptionService.CreateKey("MiniGameDefenseFixedStat");
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_o.MinigameDefenseFixedStatId = TableEncryptionService.Convert(this.MinigameDefenseFixedStatId, key);
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_o.Level = TableEncryptionService.Convert(this.Level, key);
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_o.Grade = TableEncryptionService.Convert(this.Grade, key);
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_o.ExSkillLevel = TableEncryptionService.Convert(this.ExSkillLevel, key);
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_o.NoneExSkillLevel = TableEncryptionService.Convert(this.NoneExSkillLevel, key);
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_o.Equipment1Tier = TableEncryptionService.Convert(this.Equipment1Tier, key);
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_o.Equipment1Level = TableEncryptionService.Convert(this.Equipment1Level, key);
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_o.Equipment2Tier = TableEncryptionService.Convert(this.Equipment2Tier, key);
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_o.Equipment2Level = TableEncryptionService.Convert(this.Equipment2Level, key);
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_o.Equipment3Tier = TableEncryptionService.Convert(this.Equipment3Tier, key);
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_o.Equipment3Level = TableEncryptionService.Convert(this.Equipment3Level, key);
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_o.CharacterWeaponGrade = TableEncryptionService.Convert(this.CharacterWeaponGrade, key);
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_o.CharacterWeaponLevel = TableEncryptionService.Convert(this.CharacterWeaponLevel, key);
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_o.CharacterGearTier = TableEncryptionService.Convert(this.CharacterGearTier, key);
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_o.CharacterGearLevel = TableEncryptionService.Convert(this.CharacterGearLevel, key);
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}
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public static Offset<SCHALE.Common.FlatData.MiniGameDefenseFixedStatExcel> Pack(FlatBufferBuilder builder, MiniGameDefenseFixedStatExcelT _o) {
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if (_o == null) return default(Offset<SCHALE.Common.FlatData.MiniGameDefenseFixedStatExcel>);
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return CreateMiniGameDefenseFixedStatExcel(
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builder,
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_o.MinigameDefenseFixedStatId,
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_o.Level,
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_o.Grade,
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_o.ExSkillLevel,
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_o.NoneExSkillLevel,
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_o.Equipment1Tier,
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_o.Equipment1Level,
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_o.Equipment2Tier,
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_o.Equipment2Level,
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_o.Equipment3Tier,
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_o.Equipment3Level,
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_o.CharacterWeaponGrade,
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_o.CharacterWeaponLevel,
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_o.CharacterGearTier,
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_o.CharacterGearLevel);
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}
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}
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public class MiniGameDefenseFixedStatExcelT
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{
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public long MinigameDefenseFixedStatId { get; set; }
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public int Level { get; set; }
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public int Grade { get; set; }
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public int ExSkillLevel { get; set; }
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public int NoneExSkillLevel { get; set; }
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public int Equipment1Tier { get; set; }
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public int Equipment1Level { get; set; }
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public int Equipment2Tier { get; set; }
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public int Equipment2Level { get; set; }
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public int Equipment3Tier { get; set; }
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public int Equipment3Level { get; set; }
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public int CharacterWeaponGrade { get; set; }
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public int CharacterWeaponLevel { get; set; }
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public int CharacterGearTier { get; set; }
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public int CharacterGearLevel { get; set; }
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public MiniGameDefenseFixedStatExcelT() {
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this.MinigameDefenseFixedStatId = 0;
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this.Level = 0;
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this.Grade = 0;
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this.ExSkillLevel = 0;
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this.NoneExSkillLevel = 0;
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this.Equipment1Tier = 0;
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this.Equipment1Level = 0;
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this.Equipment2Tier = 0;
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this.Equipment2Level = 0;
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this.Equipment3Tier = 0;
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this.Equipment3Level = 0;
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this.CharacterWeaponGrade = 0;
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this.CharacterWeaponLevel = 0;
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this.CharacterGearTier = 0;
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this.CharacterGearLevel = 0;
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}
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}
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static public class MiniGameDefenseFixedStatExcelVerify
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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 /*MinigameDefenseFixedStatId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 6 /*Level*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 8 /*Grade*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 10 /*ExSkillLevel*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 12 /*NoneExSkillLevel*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 14 /*Equipment1Tier*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 16 /*Equipment1Level*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 18 /*Equipment2Tier*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 20 /*Equipment2Level*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 22 /*Equipment3Tier*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 24 /*Equipment3Level*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 26 /*CharacterWeaponGrade*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 28 /*CharacterWeaponLevel*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 30 /*CharacterGearTier*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 32 /*CharacterGearLevel*/, 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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