// // 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 PresetCharacterGroupExcel : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); } public static PresetCharacterGroupExcel GetRootAsPresetCharacterGroupExcel(ByteBuffer _bb) { return GetRootAsPresetCharacterGroupExcel(_bb, new PresetCharacterGroupExcel()); } public static PresetCharacterGroupExcel GetRootAsPresetCharacterGroupExcel(ByteBuffer _bb, PresetCharacterGroupExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); } public PresetCharacterGroupExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public long PresetCharacterGroupId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public string GetPresetType { get { int o = __p.__offset(6); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetGetPresetTypeBytes() { return __p.__vector_as_span(6, 1); } #else public ArraySegment? GetGetPresetTypeBytes() { return __p.__vector_as_arraysegment(6); } #endif public byte[] GetGetPresetTypeArray() { return __p.__vector_as_array(6); } public int Level { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int Exp { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int FavorExp { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int FavorRank { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int StarGrade { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int ExSkillLevel { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int PassiveSkillLevel { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int ExtraPassiveSkillLevel { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int CommonSkillLevel { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int LeaderSkillLevel { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public bool EquipSlot01 { get { int o = __p.__offset(28); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public int EquipSlotTier01 { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int EquipSlotLevel01 { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public bool EquipSlot02 { get { int o = __p.__offset(34); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public int EquipSlotTier02 { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int EquipSlotLevel02 { get { int o = __p.__offset(38); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public bool EquipSlot03 { get { int o = __p.__offset(40); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public int EquipSlotTier03 { get { int o = __p.__offset(42); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int EquipSlotLevel03 { get { int o = __p.__offset(44); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public bool EquipCharacterWeapon { get { int o = __p.__offset(46); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public int EquipCharacterWeaponTier { get { int o = __p.__offset(48); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int EquipCharacterWeaponLevel { get { int o = __p.__offset(50); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public bool EquipCharacterGear { get { int o = __p.__offset(52); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public int EquipCharacterGearTier { get { int o = __p.__offset(54); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int EquipCharacterGearLevel { get { int o = __p.__offset(56); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType01 { get { int o = __p.__offset(58); return o != 0 ? (SCHALE.Common.FlatData.PotentialStatBonusRateType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.PotentialStatBonusRateType.None; } } public int PotentialLevel01 { get { int o = __p.__offset(60); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType02 { get { int o = __p.__offset(62); return o != 0 ? (SCHALE.Common.FlatData.PotentialStatBonusRateType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.PotentialStatBonusRateType.None; } } public int PotentialLevel02 { get { int o = __p.__offset(64); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType03 { get { int o = __p.__offset(66); return o != 0 ? (SCHALE.Common.FlatData.PotentialStatBonusRateType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.PotentialStatBonusRateType.None; } } public int PotentialLevel03 { get { int o = __p.__offset(68); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public static Offset CreatePresetCharacterGroupExcel(FlatBufferBuilder builder, long PresetCharacterGroupId = 0, StringOffset GetPresetTypeOffset = default(StringOffset), int Level = 0, int Exp = 0, int FavorExp = 0, int FavorRank = 0, int StarGrade = 0, int ExSkillLevel = 0, int PassiveSkillLevel = 0, int ExtraPassiveSkillLevel = 0, int CommonSkillLevel = 0, int LeaderSkillLevel = 0, bool EquipSlot01 = false, int EquipSlotTier01 = 0, int EquipSlotLevel01 = 0, bool EquipSlot02 = false, int EquipSlotTier02 = 0, int EquipSlotLevel02 = 0, bool EquipSlot03 = false, int EquipSlotTier03 = 0, int EquipSlotLevel03 = 0, bool EquipCharacterWeapon = false, int EquipCharacterWeaponTier = 0, int EquipCharacterWeaponLevel = 0, bool EquipCharacterGear = false, int EquipCharacterGearTier = 0, int EquipCharacterGearLevel = 0, SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType01 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None, int PotentialLevel01 = 0, SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType02 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None, int PotentialLevel02 = 0, SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType03 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None, int PotentialLevel03 = 0) { builder.StartTable(33); PresetCharacterGroupExcel.AddPresetCharacterGroupId(builder, PresetCharacterGroupId); PresetCharacterGroupExcel.AddPotentialLevel03(builder, PotentialLevel03); PresetCharacterGroupExcel.AddPotentialType03(builder, PotentialType03); PresetCharacterGroupExcel.AddPotentialLevel02(builder, PotentialLevel02); PresetCharacterGroupExcel.AddPotentialType02(builder, PotentialType02); PresetCharacterGroupExcel.AddPotentialLevel01(builder, PotentialLevel01); PresetCharacterGroupExcel.AddPotentialType01(builder, PotentialType01); PresetCharacterGroupExcel.AddEquipCharacterGearLevel(builder, EquipCharacterGearLevel); PresetCharacterGroupExcel.AddEquipCharacterGearTier(builder, EquipCharacterGearTier); PresetCharacterGroupExcel.AddEquipCharacterWeaponLevel(builder, EquipCharacterWeaponLevel); PresetCharacterGroupExcel.AddEquipCharacterWeaponTier(builder, EquipCharacterWeaponTier); PresetCharacterGroupExcel.AddEquipSlotLevel03(builder, EquipSlotLevel03); PresetCharacterGroupExcel.AddEquipSlotTier03(builder, EquipSlotTier03); PresetCharacterGroupExcel.AddEquipSlotLevel02(builder, EquipSlotLevel02); PresetCharacterGroupExcel.AddEquipSlotTier02(builder, EquipSlotTier02); PresetCharacterGroupExcel.AddEquipSlotLevel01(builder, EquipSlotLevel01); PresetCharacterGroupExcel.AddEquipSlotTier01(builder, EquipSlotTier01); PresetCharacterGroupExcel.AddLeaderSkillLevel(builder, LeaderSkillLevel); PresetCharacterGroupExcel.AddCommonSkillLevel(builder, CommonSkillLevel); PresetCharacterGroupExcel.AddExtraPassiveSkillLevel(builder, ExtraPassiveSkillLevel); PresetCharacterGroupExcel.AddPassiveSkillLevel(builder, PassiveSkillLevel); PresetCharacterGroupExcel.AddExSkillLevel(builder, ExSkillLevel); PresetCharacterGroupExcel.AddStarGrade(builder, StarGrade); PresetCharacterGroupExcel.AddFavorRank(builder, FavorRank); PresetCharacterGroupExcel.AddFavorExp(builder, FavorExp); PresetCharacterGroupExcel.AddExp(builder, Exp); PresetCharacterGroupExcel.AddLevel(builder, Level); PresetCharacterGroupExcel.AddGetPresetType(builder, GetPresetTypeOffset); PresetCharacterGroupExcel.AddEquipCharacterGear(builder, EquipCharacterGear); PresetCharacterGroupExcel.AddEquipCharacterWeapon(builder, EquipCharacterWeapon); PresetCharacterGroupExcel.AddEquipSlot03(builder, EquipSlot03); PresetCharacterGroupExcel.AddEquipSlot02(builder, EquipSlot02); PresetCharacterGroupExcel.AddEquipSlot01(builder, EquipSlot01); return PresetCharacterGroupExcel.EndPresetCharacterGroupExcel(builder); } public static void StartPresetCharacterGroupExcel(FlatBufferBuilder builder) { builder.StartTable(33); } public static void AddPresetCharacterGroupId(FlatBufferBuilder builder, long presetCharacterGroupId) { builder.AddLong(0, presetCharacterGroupId, 0); } public static void AddGetPresetType(FlatBufferBuilder builder, StringOffset getPresetTypeOffset) { builder.AddOffset(1, getPresetTypeOffset.Value, 0); } public static void AddLevel(FlatBufferBuilder builder, int level) { builder.AddInt(2, level, 0); } public static void AddExp(FlatBufferBuilder builder, int exp) { builder.AddInt(3, exp, 0); } public static void AddFavorExp(FlatBufferBuilder builder, int favorExp) { builder.AddInt(4, favorExp, 0); } public static void AddFavorRank(FlatBufferBuilder builder, int favorRank) { builder.AddInt(5, favorRank, 0); } public static void AddStarGrade(FlatBufferBuilder builder, int starGrade) { builder.AddInt(6, starGrade, 0); } public static void AddExSkillLevel(FlatBufferBuilder builder, int exSkillLevel) { builder.AddInt(7, exSkillLevel, 0); } public static void AddPassiveSkillLevel(FlatBufferBuilder builder, int passiveSkillLevel) { builder.AddInt(8, passiveSkillLevel, 0); } public static void AddExtraPassiveSkillLevel(FlatBufferBuilder builder, int extraPassiveSkillLevel) { builder.AddInt(9, extraPassiveSkillLevel, 0); } public static void AddCommonSkillLevel(FlatBufferBuilder builder, int commonSkillLevel) { builder.AddInt(10, commonSkillLevel, 0); } public static void AddLeaderSkillLevel(FlatBufferBuilder builder, int leaderSkillLevel) { builder.AddInt(11, leaderSkillLevel, 0); } public static void AddEquipSlot01(FlatBufferBuilder builder, bool equipSlot01) { builder.AddBool(12, equipSlot01, false); } public static void AddEquipSlotTier01(FlatBufferBuilder builder, int equipSlotTier01) { builder.AddInt(13, equipSlotTier01, 0); } public static void AddEquipSlotLevel01(FlatBufferBuilder builder, int equipSlotLevel01) { builder.AddInt(14, equipSlotLevel01, 0); } public static void AddEquipSlot02(FlatBufferBuilder builder, bool equipSlot02) { builder.AddBool(15, equipSlot02, false); } public static void AddEquipSlotTier02(FlatBufferBuilder builder, int equipSlotTier02) { builder.AddInt(16, equipSlotTier02, 0); } public static void AddEquipSlotLevel02(FlatBufferBuilder builder, int equipSlotLevel02) { builder.AddInt(17, equipSlotLevel02, 0); } public static void AddEquipSlot03(FlatBufferBuilder builder, bool equipSlot03) { builder.AddBool(18, equipSlot03, false); } public static void AddEquipSlotTier03(FlatBufferBuilder builder, int equipSlotTier03) { builder.AddInt(19, equipSlotTier03, 0); } public static void AddEquipSlotLevel03(FlatBufferBuilder builder, int equipSlotLevel03) { builder.AddInt(20, equipSlotLevel03, 0); } public static void AddEquipCharacterWeapon(FlatBufferBuilder builder, bool equipCharacterWeapon) { builder.AddBool(21, equipCharacterWeapon, false); } public static void AddEquipCharacterWeaponTier(FlatBufferBuilder builder, int equipCharacterWeaponTier) { builder.AddInt(22, equipCharacterWeaponTier, 0); } public static void AddEquipCharacterWeaponLevel(FlatBufferBuilder builder, int equipCharacterWeaponLevel) { builder.AddInt(23, equipCharacterWeaponLevel, 0); } public static void AddEquipCharacterGear(FlatBufferBuilder builder, bool equipCharacterGear) { builder.AddBool(24, equipCharacterGear, false); } public static void AddEquipCharacterGearTier(FlatBufferBuilder builder, int equipCharacterGearTier) { builder.AddInt(25, equipCharacterGearTier, 0); } public static void AddEquipCharacterGearLevel(FlatBufferBuilder builder, int equipCharacterGearLevel) { builder.AddInt(26, equipCharacterGearLevel, 0); } public static void AddPotentialType01(FlatBufferBuilder builder, SCHALE.Common.FlatData.PotentialStatBonusRateType potentialType01) { builder.AddInt(27, (int)potentialType01, 0); } public static void AddPotentialLevel01(FlatBufferBuilder builder, int potentialLevel01) { builder.AddInt(28, potentialLevel01, 0); } public static void AddPotentialType02(FlatBufferBuilder builder, SCHALE.Common.FlatData.PotentialStatBonusRateType potentialType02) { builder.AddInt(29, (int)potentialType02, 0); } public static void AddPotentialLevel02(FlatBufferBuilder builder, int potentialLevel02) { builder.AddInt(30, potentialLevel02, 0); } public static void AddPotentialType03(FlatBufferBuilder builder, SCHALE.Common.FlatData.PotentialStatBonusRateType potentialType03) { builder.AddInt(31, (int)potentialType03, 0); } public static void AddPotentialLevel03(FlatBufferBuilder builder, int potentialLevel03) { builder.AddInt(32, potentialLevel03, 0); } public static Offset EndPresetCharacterGroupExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(o); } public PresetCharacterGroupExcelT UnPack() { var _o = new PresetCharacterGroupExcelT(); this.UnPackTo(_o); return _o; } public void UnPackTo(PresetCharacterGroupExcelT _o) { byte[] key = TableEncryptionService.CreateKey("PresetCharacterGroup"); _o.PresetCharacterGroupId = TableEncryptionService.Convert(this.PresetCharacterGroupId, key); _o.GetPresetType = TableEncryptionService.Convert(this.GetPresetType, key); _o.Level = TableEncryptionService.Convert(this.Level, key); _o.Exp = TableEncryptionService.Convert(this.Exp, key); _o.FavorExp = TableEncryptionService.Convert(this.FavorExp, key); _o.FavorRank = TableEncryptionService.Convert(this.FavorRank, key); _o.StarGrade = TableEncryptionService.Convert(this.StarGrade, key); _o.ExSkillLevel = TableEncryptionService.Convert(this.ExSkillLevel, key); _o.PassiveSkillLevel = TableEncryptionService.Convert(this.PassiveSkillLevel, key); _o.ExtraPassiveSkillLevel = TableEncryptionService.Convert(this.ExtraPassiveSkillLevel, key); _o.CommonSkillLevel = TableEncryptionService.Convert(this.CommonSkillLevel, key); _o.LeaderSkillLevel = TableEncryptionService.Convert(this.LeaderSkillLevel, key); _o.EquipSlot01 = TableEncryptionService.Convert(this.EquipSlot01, key); _o.EquipSlotTier01 = TableEncryptionService.Convert(this.EquipSlotTier01, key); _o.EquipSlotLevel01 = TableEncryptionService.Convert(this.EquipSlotLevel01, key); _o.EquipSlot02 = TableEncryptionService.Convert(this.EquipSlot02, key); _o.EquipSlotTier02 = TableEncryptionService.Convert(this.EquipSlotTier02, key); _o.EquipSlotLevel02 = TableEncryptionService.Convert(this.EquipSlotLevel02, key); _o.EquipSlot03 = TableEncryptionService.Convert(this.EquipSlot03, key); _o.EquipSlotTier03 = TableEncryptionService.Convert(this.EquipSlotTier03, key); _o.EquipSlotLevel03 = TableEncryptionService.Convert(this.EquipSlotLevel03, key); _o.EquipCharacterWeapon = TableEncryptionService.Convert(this.EquipCharacterWeapon, key); _o.EquipCharacterWeaponTier = TableEncryptionService.Convert(this.EquipCharacterWeaponTier, key); _o.EquipCharacterWeaponLevel = TableEncryptionService.Convert(this.EquipCharacterWeaponLevel, key); _o.EquipCharacterGear = TableEncryptionService.Convert(this.EquipCharacterGear, key); _o.EquipCharacterGearTier = TableEncryptionService.Convert(this.EquipCharacterGearTier, key); _o.EquipCharacterGearLevel = TableEncryptionService.Convert(this.EquipCharacterGearLevel, key); _o.PotentialType01 = TableEncryptionService.Convert(this.PotentialType01, key); _o.PotentialLevel01 = TableEncryptionService.Convert(this.PotentialLevel01, key); _o.PotentialType02 = TableEncryptionService.Convert(this.PotentialType02, key); _o.PotentialLevel02 = TableEncryptionService.Convert(this.PotentialLevel02, key); _o.PotentialType03 = TableEncryptionService.Convert(this.PotentialType03, key); _o.PotentialLevel03 = TableEncryptionService.Convert(this.PotentialLevel03, key); } public static Offset Pack(FlatBufferBuilder builder, PresetCharacterGroupExcelT _o) { if (_o == null) return default(Offset); var _GetPresetType = _o.GetPresetType == null ? default(StringOffset) : builder.CreateString(_o.GetPresetType); return CreatePresetCharacterGroupExcel( builder, _o.PresetCharacterGroupId, _GetPresetType, _o.Level, _o.Exp, _o.FavorExp, _o.FavorRank, _o.StarGrade, _o.ExSkillLevel, _o.PassiveSkillLevel, _o.ExtraPassiveSkillLevel, _o.CommonSkillLevel, _o.LeaderSkillLevel, _o.EquipSlot01, _o.EquipSlotTier01, _o.EquipSlotLevel01, _o.EquipSlot02, _o.EquipSlotTier02, _o.EquipSlotLevel02, _o.EquipSlot03, _o.EquipSlotTier03, _o.EquipSlotLevel03, _o.EquipCharacterWeapon, _o.EquipCharacterWeaponTier, _o.EquipCharacterWeaponLevel, _o.EquipCharacterGear, _o.EquipCharacterGearTier, _o.EquipCharacterGearLevel, _o.PotentialType01, _o.PotentialLevel01, _o.PotentialType02, _o.PotentialLevel02, _o.PotentialType03, _o.PotentialLevel03); } } public class PresetCharacterGroupExcelT { public long PresetCharacterGroupId { get; set; } public string GetPresetType { get; set; } public int Level { get; set; } public int Exp { get; set; } public int FavorExp { get; set; } public int FavorRank { get; set; } public int StarGrade { get; set; } public int ExSkillLevel { get; set; } public int PassiveSkillLevel { get; set; } public int ExtraPassiveSkillLevel { get; set; } public int CommonSkillLevel { get; set; } public int LeaderSkillLevel { get; set; } public bool EquipSlot01 { get; set; } public int EquipSlotTier01 { get; set; } public int EquipSlotLevel01 { get; set; } public bool EquipSlot02 { get; set; } public int EquipSlotTier02 { get; set; } public int EquipSlotLevel02 { get; set; } public bool EquipSlot03 { get; set; } public int EquipSlotTier03 { get; set; } public int EquipSlotLevel03 { get; set; } public bool EquipCharacterWeapon { get; set; } public int EquipCharacterWeaponTier { get; set; } public int EquipCharacterWeaponLevel { get; set; } public bool EquipCharacterGear { get; set; } public int EquipCharacterGearTier { get; set; } public int EquipCharacterGearLevel { get; set; } public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType01 { get; set; } public int PotentialLevel01 { get; set; } public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType02 { get; set; } public int PotentialLevel02 { get; set; } public SCHALE.Common.FlatData.PotentialStatBonusRateType PotentialType03 { get; set; } public int PotentialLevel03 { get; set; } public PresetCharacterGroupExcelT() { this.PresetCharacterGroupId = 0; this.GetPresetType = null; this.Level = 0; this.Exp = 0; this.FavorExp = 0; this.FavorRank = 0; this.StarGrade = 0; this.ExSkillLevel = 0; this.PassiveSkillLevel = 0; this.ExtraPassiveSkillLevel = 0; this.CommonSkillLevel = 0; this.LeaderSkillLevel = 0; this.EquipSlot01 = false; this.EquipSlotTier01 = 0; this.EquipSlotLevel01 = 0; this.EquipSlot02 = false; this.EquipSlotTier02 = 0; this.EquipSlotLevel02 = 0; this.EquipSlot03 = false; this.EquipSlotTier03 = 0; this.EquipSlotLevel03 = 0; this.EquipCharacterWeapon = false; this.EquipCharacterWeaponTier = 0; this.EquipCharacterWeaponLevel = 0; this.EquipCharacterGear = false; this.EquipCharacterGearTier = 0; this.EquipCharacterGearLevel = 0; this.PotentialType01 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None; this.PotentialLevel01 = 0; this.PotentialType02 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None; this.PotentialLevel02 = 0; this.PotentialType03 = SCHALE.Common.FlatData.PotentialStatBonusRateType.None; this.PotentialLevel03 = 0; } } static public class PresetCharacterGroupExcelVerify { static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos) { return verifier.VerifyTableStart(tablePos) && verifier.VerifyField(tablePos, 4 /*PresetCharacterGroupId*/, 8 /*long*/, 8, false) && verifier.VerifyString(tablePos, 6 /*GetPresetType*/, false) && verifier.VerifyField(tablePos, 8 /*Level*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 10 /*Exp*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 12 /*FavorExp*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 14 /*FavorRank*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 16 /*StarGrade*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 18 /*ExSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 20 /*PassiveSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 22 /*ExtraPassiveSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 24 /*CommonSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 26 /*LeaderSkillLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 28 /*EquipSlot01*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 30 /*EquipSlotTier01*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 32 /*EquipSlotLevel01*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 34 /*EquipSlot02*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 36 /*EquipSlotTier02*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 38 /*EquipSlotLevel02*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 40 /*EquipSlot03*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 42 /*EquipSlotTier03*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 44 /*EquipSlotLevel03*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 46 /*EquipCharacterWeapon*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 48 /*EquipCharacterWeaponTier*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 50 /*EquipCharacterWeaponLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 52 /*EquipCharacterGear*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 54 /*EquipCharacterGearTier*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 56 /*EquipCharacterGearLevel*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 58 /*PotentialType01*/, 4 /*SCHALE.Common.FlatData.PotentialStatBonusRateType*/, 4, false) && verifier.VerifyField(tablePos, 60 /*PotentialLevel01*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 62 /*PotentialType02*/, 4 /*SCHALE.Common.FlatData.PotentialStatBonusRateType*/, 4, false) && verifier.VerifyField(tablePos, 64 /*PotentialLevel02*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 66 /*PotentialType03*/, 4 /*SCHALE.Common.FlatData.PotentialStatBonusRateType*/, 4, false) && verifier.VerifyField(tablePos, 68 /*PotentialLevel03*/, 4 /*int*/, 4, false) && verifier.VerifyTableEnd(tablePos); } } }