forked from Raphael/SCHALE.GameServer
62 lines
3.0 KiB
C#
62 lines
3.0 KiB
C#
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// <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::Google.FlatBuffers;
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public struct ScenarioCharacterEmotionExcel : 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 ScenarioCharacterEmotionExcel GetRootAsScenarioCharacterEmotionExcel(ByteBuffer _bb) { return GetRootAsScenarioCharacterEmotionExcel(_bb, new ScenarioCharacterEmotionExcel()); }
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public static ScenarioCharacterEmotionExcel GetRootAsScenarioCharacterEmotionExcel(ByteBuffer _bb, ScenarioCharacterEmotionExcel 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 ScenarioCharacterEmotionExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public string EmoticonName { get { int o = __p.__offset(4); 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> GetEmoticonNameBytes() { return __p.__vector_as_span<byte>(4, 1); }
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#else
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public ArraySegment<byte>? GetEmoticonNameBytes() { return __p.__vector_as_arraysegment(4); }
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#endif
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public byte[] GetEmoticonNameArray() { return __p.__vector_as_array<byte>(4); }
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public uint Name { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } }
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public static Offset<SCHALE.Common.FlatData.ScenarioCharacterEmotionExcel> CreateScenarioCharacterEmotionExcel(FlatBufferBuilder builder,
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StringOffset EmoticonNameOffset = default(StringOffset),
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uint Name = 0) {
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builder.StartTable(2);
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ScenarioCharacterEmotionExcel.AddName(builder, Name);
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ScenarioCharacterEmotionExcel.AddEmoticonName(builder, EmoticonNameOffset);
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return ScenarioCharacterEmotionExcel.EndScenarioCharacterEmotionExcel(builder);
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}
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public static void StartScenarioCharacterEmotionExcel(FlatBufferBuilder builder) { builder.StartTable(2); }
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public static void AddEmoticonName(FlatBufferBuilder builder, StringOffset emoticonNameOffset) { builder.AddOffset(0, emoticonNameOffset.Value, 0); }
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public static void AddName(FlatBufferBuilder builder, uint name) { builder.AddUint(1, name, 0); }
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public static Offset<SCHALE.Common.FlatData.ScenarioCharacterEmotionExcel> EndScenarioCharacterEmotionExcel(FlatBufferBuilder builder) {
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int o = builder.EndTable();
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return new Offset<SCHALE.Common.FlatData.ScenarioCharacterEmotionExcel>(o);
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}
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}
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static public class ScenarioCharacterEmotionExcelVerify
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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.VerifyString(tablePos, 4 /*EmoticonName*/, false)
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&& verifier.VerifyField(tablePos, 6 /*Name*/, 4 /*uint*/, 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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