// // 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 GroundExcel : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); } public static GroundExcel GetRootAsGroundExcel(ByteBuffer _bb) { return GetRootAsGroundExcel(_bb, new GroundExcel()); } public static GroundExcel GetRootAsGroundExcel(ByteBuffer _bb, GroundExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); } public GroundExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public long Id { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public string StageFileName(int j) { int o = __p.__offset(6); return o != 0 ? __p.__string(__p.__vector(o) + j * 4) : null; } public int StageFileNameLength { get { int o = __p.__offset(6); return o != 0 ? __p.__vector_len(o) : 0; } } public string GroundSceneName { get { int o = __p.__offset(8); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetGroundSceneNameBytes() { return __p.__vector_as_span(8, 1); } #else public ArraySegment? GetGroundSceneNameBytes() { return __p.__vector_as_arraysegment(8); } #endif public byte[] GetGroundSceneNameArray() { return __p.__vector_as_array(8); } public long FormationGroupId { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public SCHALE.Common.FlatData.StageTopography StageTopography { get { int o = __p.__offset(12); return o != 0 ? (SCHALE.Common.FlatData.StageTopography)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.StageTopography.Street; } } public SCHALE.Common.FlatData.BulletType EnemyBulletType { get { int o = __p.__offset(14); return o != 0 ? (SCHALE.Common.FlatData.BulletType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.BulletType.Normal; } } public SCHALE.Common.FlatData.ArmorType EnemyArmorType { get { int o = __p.__offset(16); return o != 0 ? (SCHALE.Common.FlatData.ArmorType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.ArmorType.LightArmor; } } public long LevelNPC { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long LevelMinion { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long LevelElite { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long LevelChampion { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long LevelBoss { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ObstacleLevel { get { int o = __p.__offset(28); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long GradeNPC { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long GradeMinion { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long GradeElite { get { int o = __p.__offset(34); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long GradeChampion { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long GradeBoss { get { int o = __p.__offset(38); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerSightPointAdd { get { int o = __p.__offset(40); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerSightPointRate { get { int o = __p.__offset(42); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerAttackRangeAdd { get { int o = __p.__offset(44); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerAttackRangeRate { get { int o = __p.__offset(46); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemySightPointAdd { get { int o = __p.__offset(48); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemySightPointRate { get { int o = __p.__offset(50); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemyAttackRangeAdd { get { int o = __p.__offset(52); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemyAttackRangeRate { get { int o = __p.__offset(54); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerSkillRangeAdd { get { int o = __p.__offset(56); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerSkillRangeRate { get { int o = __p.__offset(58); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemySkillRangeAdd { get { int o = __p.__offset(60); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemySkillRangeRate { get { int o = __p.__offset(62); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long PlayerMinimumPositionGapRate { get { int o = __p.__offset(64); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long EnemyMinimumPositionGapRate { get { int o = __p.__offset(66); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public bool PlayerSightRangeMax { get { int o = __p.__offset(68); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool EnemySightRangeMax { get { int o = __p.__offset(70); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public long TSSAirUnitHeight { get { int o = __p.__offset(72); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public bool IsPhaseBGM { get { int o = __p.__offset(74); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public long BGMId { get { int o = __p.__offset(76); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public bool WarningUI { get { int o = __p.__offset(78); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool TSSHatchOpen { get { int o = __p.__offset(80); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public SCHALE.Common.FlatData.TacticSpeed ForcedTacticSpeed { get { int o = __p.__offset(82); return o != 0 ? (SCHALE.Common.FlatData.TacticSpeed)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticSpeed.None; } } public SCHALE.Common.FlatData.TacticSkillUse ForcedSkillUse { get { int o = __p.__offset(84); return o != 0 ? (SCHALE.Common.FlatData.TacticSkillUse)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticSkillUse.None; } } public SCHALE.Common.FlatData.ShowSkillCutIn ShowNPCSkillCutIn { get { int o = __p.__offset(86); return o != 0 ? (SCHALE.Common.FlatData.ShowSkillCutIn)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.ShowSkillCutIn.None; } } public bool ImmuneHitBeforeTimeOutEnd { get { int o = __p.__offset(88); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool UIBattleHideFromScratch { get { int o = __p.__offset(90); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public string BattleReadyTimelinePath { get { int o = __p.__offset(92); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetBattleReadyTimelinePathBytes() { return __p.__vector_as_span(92, 1); } #else public ArraySegment? GetBattleReadyTimelinePathBytes() { return __p.__vector_as_arraysegment(92); } #endif public byte[] GetBattleReadyTimelinePathArray() { return __p.__vector_as_array(92); } public string BeforeVictoryTimelinePath { get { int o = __p.__offset(94); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetBeforeVictoryTimelinePathBytes() { return __p.__vector_as_span(94, 1); } #else public ArraySegment? GetBeforeVictoryTimelinePathBytes() { return __p.__vector_as_arraysegment(94); } #endif public byte[] GetBeforeVictoryTimelinePathArray() { return __p.__vector_as_array(94); } public bool HideNPCWhenBattleEnd { get { int o = __p.__offset(96); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } } public float UIHpScale { get { int o = __p.__offset(98); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public float UIEmojiScale { get { int o = __p.__offset(100); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public float UISkillMainLogScale { get { int o = __p.__offset(102); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public string AllyPassiveSkillId(int j) { int o = __p.__offset(104); return o != 0 ? __p.__string(__p.__vector(o) + j * 4) : null; } public int AllyPassiveSkillIdLength { get { int o = __p.__offset(104); return o != 0 ? __p.__vector_len(o) : 0; } } public int AllyPassiveSkillLevel(int j) { int o = __p.__offset(106); return o != 0 ? __p.bb.GetInt(__p.__vector(o) + j * 4) : (int)0; } public int AllyPassiveSkillLevelLength { get { int o = __p.__offset(106); return o != 0 ? __p.__vector_len(o) : 0; } } #if ENABLE_SPAN_T public Span GetAllyPassiveSkillLevelBytes() { return __p.__vector_as_span(106, 4); } #else public ArraySegment? GetAllyPassiveSkillLevelBytes() { return __p.__vector_as_arraysegment(106); } #endif public int[] GetAllyPassiveSkillLevelArray() { return __p.__vector_as_array(106); } public string EnemyPassiveSkillId(int j) { int o = __p.__offset(108); return o != 0 ? __p.__string(__p.__vector(o) + j * 4) : null; } public int EnemyPassiveSkillIdLength { get { int o = __p.__offset(108); return o != 0 ? __p.__vector_len(o) : 0; } } public int EnemyPassiveSkillLevel(int j) { int o = __p.__offset(110); return o != 0 ? __p.bb.GetInt(__p.__vector(o) + j * 4) : (int)0; } public int EnemyPassiveSkillLevelLength { get { int o = __p.__offset(110); return o != 0 ? __p.__vector_len(o) : 0; } } #if ENABLE_SPAN_T public Span GetEnemyPassiveSkillLevelBytes() { return __p.__vector_as_span(110, 4); } #else public ArraySegment? GetEnemyPassiveSkillLevelBytes() { return __p.__vector_as_arraysegment(110); } #endif public int[] GetEnemyPassiveSkillLevelArray() { return __p.__vector_as_array(110); } public static Offset CreateGroundExcel(FlatBufferBuilder builder, long Id = 0, VectorOffset StageFileNameOffset = default(VectorOffset), StringOffset GroundSceneNameOffset = default(StringOffset), long FormationGroupId = 0, SCHALE.Common.FlatData.StageTopography StageTopography = SCHALE.Common.FlatData.StageTopography.Street, SCHALE.Common.FlatData.BulletType EnemyBulletType = SCHALE.Common.FlatData.BulletType.Normal, SCHALE.Common.FlatData.ArmorType EnemyArmorType = SCHALE.Common.FlatData.ArmorType.LightArmor, long LevelNPC = 0, long LevelMinion = 0, long LevelElite = 0, long LevelChampion = 0, long LevelBoss = 0, long ObstacleLevel = 0, long GradeNPC = 0, long GradeMinion = 0, long GradeElite = 0, long GradeChampion = 0, long GradeBoss = 0, long PlayerSightPointAdd = 0, long PlayerSightPointRate = 0, long PlayerAttackRangeAdd = 0, long PlayerAttackRangeRate = 0, long EnemySightPointAdd = 0, long EnemySightPointRate = 0, long EnemyAttackRangeAdd = 0, long EnemyAttackRangeRate = 0, long PlayerSkillRangeAdd = 0, long PlayerSkillRangeRate = 0, long EnemySkillRangeAdd = 0, long EnemySkillRangeRate = 0, long PlayerMinimumPositionGapRate = 0, long EnemyMinimumPositionGapRate = 0, bool PlayerSightRangeMax = false, bool EnemySightRangeMax = false, long TSSAirUnitHeight = 0, bool IsPhaseBGM = false, long BGMId = 0, bool WarningUI = false, bool TSSHatchOpen = false, SCHALE.Common.FlatData.TacticSpeed ForcedTacticSpeed = SCHALE.Common.FlatData.TacticSpeed.None, SCHALE.Common.FlatData.TacticSkillUse ForcedSkillUse = SCHALE.Common.FlatData.TacticSkillUse.None, SCHALE.Common.FlatData.ShowSkillCutIn ShowNPCSkillCutIn = SCHALE.Common.FlatData.ShowSkillCutIn.None, bool ImmuneHitBeforeTimeOutEnd = false, bool UIBattleHideFromScratch = false, StringOffset BattleReadyTimelinePathOffset = default(StringOffset), StringOffset BeforeVictoryTimelinePathOffset = default(StringOffset), bool HideNPCWhenBattleEnd = false, float UIHpScale = 0.0f, float UIEmojiScale = 0.0f, float UISkillMainLogScale = 0.0f, VectorOffset AllyPassiveSkillIdOffset = default(VectorOffset), VectorOffset AllyPassiveSkillLevelOffset = default(VectorOffset), VectorOffset EnemyPassiveSkillIdOffset = default(VectorOffset), VectorOffset EnemyPassiveSkillLevelOffset = default(VectorOffset)) { builder.StartTable(54); GroundExcel.AddBGMId(builder, BGMId); GroundExcel.AddTSSAirUnitHeight(builder, TSSAirUnitHeight); GroundExcel.AddEnemyMinimumPositionGapRate(builder, EnemyMinimumPositionGapRate); GroundExcel.AddPlayerMinimumPositionGapRate(builder, PlayerMinimumPositionGapRate); GroundExcel.AddEnemySkillRangeRate(builder, EnemySkillRangeRate); GroundExcel.AddEnemySkillRangeAdd(builder, EnemySkillRangeAdd); GroundExcel.AddPlayerSkillRangeRate(builder, PlayerSkillRangeRate); GroundExcel.AddPlayerSkillRangeAdd(builder, PlayerSkillRangeAdd); GroundExcel.AddEnemyAttackRangeRate(builder, EnemyAttackRangeRate); GroundExcel.AddEnemyAttackRangeAdd(builder, EnemyAttackRangeAdd); GroundExcel.AddEnemySightPointRate(builder, EnemySightPointRate); GroundExcel.AddEnemySightPointAdd(builder, EnemySightPointAdd); GroundExcel.AddPlayerAttackRangeRate(builder, PlayerAttackRangeRate); GroundExcel.AddPlayerAttackRangeAdd(builder, PlayerAttackRangeAdd); GroundExcel.AddPlayerSightPointRate(builder, PlayerSightPointRate); GroundExcel.AddPlayerSightPointAdd(builder, PlayerSightPointAdd); GroundExcel.AddGradeBoss(builder, GradeBoss); GroundExcel.AddGradeChampion(builder, GradeChampion); GroundExcel.AddGradeElite(builder, GradeElite); GroundExcel.AddGradeMinion(builder, GradeMinion); GroundExcel.AddGradeNPC(builder, GradeNPC); GroundExcel.AddObstacleLevel(builder, ObstacleLevel); GroundExcel.AddLevelBoss(builder, LevelBoss); GroundExcel.AddLevelChampion(builder, LevelChampion); GroundExcel.AddLevelElite(builder, LevelElite); GroundExcel.AddLevelMinion(builder, LevelMinion); GroundExcel.AddLevelNPC(builder, LevelNPC); GroundExcel.AddFormationGroupId(builder, FormationGroupId); GroundExcel.AddId(builder, Id); GroundExcel.AddEnemyPassiveSkillLevel(builder, EnemyPassiveSkillLevelOffset); GroundExcel.AddEnemyPassiveSkillId(builder, EnemyPassiveSkillIdOffset); GroundExcel.AddAllyPassiveSkillLevel(builder, AllyPassiveSkillLevelOffset); GroundExcel.AddAllyPassiveSkillId(builder, AllyPassiveSkillIdOffset); GroundExcel.AddUISkillMainLogScale(builder, UISkillMainLogScale); GroundExcel.AddUIEmojiScale(builder, UIEmojiScale); GroundExcel.AddUIHpScale(builder, UIHpScale); GroundExcel.AddBeforeVictoryTimelinePath(builder, BeforeVictoryTimelinePathOffset); GroundExcel.AddBattleReadyTimelinePath(builder, BattleReadyTimelinePathOffset); GroundExcel.AddShowNPCSkillCutIn(builder, ShowNPCSkillCutIn); GroundExcel.AddForcedSkillUse(builder, ForcedSkillUse); GroundExcel.AddForcedTacticSpeed(builder, ForcedTacticSpeed); GroundExcel.AddEnemyArmorType(builder, EnemyArmorType); GroundExcel.AddEnemyBulletType(builder, EnemyBulletType); GroundExcel.AddStageTopography(builder, StageTopography); GroundExcel.AddGroundSceneName(builder, GroundSceneNameOffset); GroundExcel.AddStageFileName(builder, StageFileNameOffset); GroundExcel.AddHideNPCWhenBattleEnd(builder, HideNPCWhenBattleEnd); GroundExcel.AddUIBattleHideFromScratch(builder, UIBattleHideFromScratch); GroundExcel.AddImmuneHitBeforeTimeOutEnd(builder, ImmuneHitBeforeTimeOutEnd); GroundExcel.AddTSSHatchOpen(builder, TSSHatchOpen); GroundExcel.AddWarningUI(builder, WarningUI); GroundExcel.AddIsPhaseBGM(builder, IsPhaseBGM); GroundExcel.AddEnemySightRangeMax(builder, EnemySightRangeMax); GroundExcel.AddPlayerSightRangeMax(builder, PlayerSightRangeMax); return GroundExcel.EndGroundExcel(builder); } public static void StartGroundExcel(FlatBufferBuilder builder) { builder.StartTable(54); } public static void AddId(FlatBufferBuilder builder, long id) { builder.AddLong(0, id, 0); } public static void AddStageFileName(FlatBufferBuilder builder, VectorOffset stageFileNameOffset) { builder.AddOffset(1, stageFileNameOffset.Value, 0); } public static VectorOffset CreateStageFileNameVector(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); } public static VectorOffset CreateStageFileNameVectorBlock(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateStageFileNameVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateStageFileNameVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartStageFileNameVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static void AddGroundSceneName(FlatBufferBuilder builder, StringOffset groundSceneNameOffset) { builder.AddOffset(2, groundSceneNameOffset.Value, 0); } public static void AddFormationGroupId(FlatBufferBuilder builder, long formationGroupId) { builder.AddLong(3, formationGroupId, 0); } public static void AddStageTopography(FlatBufferBuilder builder, SCHALE.Common.FlatData.StageTopography stageTopography) { builder.AddInt(4, (int)stageTopography, 0); } public static void AddEnemyBulletType(FlatBufferBuilder builder, SCHALE.Common.FlatData.BulletType enemyBulletType) { builder.AddInt(5, (int)enemyBulletType, 0); } public static void AddEnemyArmorType(FlatBufferBuilder builder, SCHALE.Common.FlatData.ArmorType enemyArmorType) { builder.AddInt(6, (int)enemyArmorType, 0); } public static void AddLevelNPC(FlatBufferBuilder builder, long levelNPC) { builder.AddLong(7, levelNPC, 0); } public static void AddLevelMinion(FlatBufferBuilder builder, long levelMinion) { builder.AddLong(8, levelMinion, 0); } public static void AddLevelElite(FlatBufferBuilder builder, long levelElite) { builder.AddLong(9, levelElite, 0); } public static void AddLevelChampion(FlatBufferBuilder builder, long levelChampion) { builder.AddLong(10, levelChampion, 0); } public static void AddLevelBoss(FlatBufferBuilder builder, long levelBoss) { builder.AddLong(11, levelBoss, 0); } public static void AddObstacleLevel(FlatBufferBuilder builder, long obstacleLevel) { builder.AddLong(12, obstacleLevel, 0); } public static void AddGradeNPC(FlatBufferBuilder builder, long gradeNPC) { builder.AddLong(13, gradeNPC, 0); } public static void AddGradeMinion(FlatBufferBuilder builder, long gradeMinion) { builder.AddLong(14, gradeMinion, 0); } public static void AddGradeElite(FlatBufferBuilder builder, long gradeElite) { builder.AddLong(15, gradeElite, 0); } public static void AddGradeChampion(FlatBufferBuilder builder, long gradeChampion) { builder.AddLong(16, gradeChampion, 0); } public static void AddGradeBoss(FlatBufferBuilder builder, long gradeBoss) { builder.AddLong(17, gradeBoss, 0); } public static void AddPlayerSightPointAdd(FlatBufferBuilder builder, long playerSightPointAdd) { builder.AddLong(18, playerSightPointAdd, 0); } public static void AddPlayerSightPointRate(FlatBufferBuilder builder, long playerSightPointRate) { builder.AddLong(19, playerSightPointRate, 0); } public static void AddPlayerAttackRangeAdd(FlatBufferBuilder builder, long playerAttackRangeAdd) { builder.AddLong(20, playerAttackRangeAdd, 0); } public static void AddPlayerAttackRangeRate(FlatBufferBuilder builder, long playerAttackRangeRate) { builder.AddLong(21, playerAttackRangeRate, 0); } public static void AddEnemySightPointAdd(FlatBufferBuilder builder, long enemySightPointAdd) { builder.AddLong(22, enemySightPointAdd, 0); } public static void AddEnemySightPointRate(FlatBufferBuilder builder, long enemySightPointRate) { builder.AddLong(23, enemySightPointRate, 0); } public static void AddEnemyAttackRangeAdd(FlatBufferBuilder builder, long enemyAttackRangeAdd) { builder.AddLong(24, enemyAttackRangeAdd, 0); } public static void AddEnemyAttackRangeRate(FlatBufferBuilder builder, long enemyAttackRangeRate) { builder.AddLong(25, enemyAttackRangeRate, 0); } public static void AddPlayerSkillRangeAdd(FlatBufferBuilder builder, long playerSkillRangeAdd) { builder.AddLong(26, playerSkillRangeAdd, 0); } public static void AddPlayerSkillRangeRate(FlatBufferBuilder builder, long playerSkillRangeRate) { builder.AddLong(27, playerSkillRangeRate, 0); } public static void AddEnemySkillRangeAdd(FlatBufferBuilder builder, long enemySkillRangeAdd) { builder.AddLong(28, enemySkillRangeAdd, 0); } public static void AddEnemySkillRangeRate(FlatBufferBuilder builder, long enemySkillRangeRate) { builder.AddLong(29, enemySkillRangeRate, 0); } public static void AddPlayerMinimumPositionGapRate(FlatBufferBuilder builder, long playerMinimumPositionGapRate) { builder.AddLong(30, playerMinimumPositionGapRate, 0); } public static void AddEnemyMinimumPositionGapRate(FlatBufferBuilder builder, long enemyMinimumPositionGapRate) { builder.AddLong(31, enemyMinimumPositionGapRate, 0); } public static void AddPlayerSightRangeMax(FlatBufferBuilder builder, bool playerSightRangeMax) { builder.AddBool(32, playerSightRangeMax, false); } public static void AddEnemySightRangeMax(FlatBufferBuilder builder, bool enemySightRangeMax) { builder.AddBool(33, enemySightRangeMax, false); } public static void AddTSSAirUnitHeight(FlatBufferBuilder builder, long tSSAirUnitHeight) { builder.AddLong(34, tSSAirUnitHeight, 0); } public static void AddIsPhaseBGM(FlatBufferBuilder builder, bool isPhaseBGM) { builder.AddBool(35, isPhaseBGM, false); } public static void AddBGMId(FlatBufferBuilder builder, long bGMId) { builder.AddLong(36, bGMId, 0); } public static void AddWarningUI(FlatBufferBuilder builder, bool warningUI) { builder.AddBool(37, warningUI, false); } public static void AddTSSHatchOpen(FlatBufferBuilder builder, bool tSSHatchOpen) { builder.AddBool(38, tSSHatchOpen, false); } public static void AddForcedTacticSpeed(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticSpeed forcedTacticSpeed) { builder.AddInt(39, (int)forcedTacticSpeed, 0); } public static void AddForcedSkillUse(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticSkillUse forcedSkillUse) { builder.AddInt(40, (int)forcedSkillUse, 0); } public static void AddShowNPCSkillCutIn(FlatBufferBuilder builder, SCHALE.Common.FlatData.ShowSkillCutIn showNPCSkillCutIn) { builder.AddInt(41, (int)showNPCSkillCutIn, 0); } public static void AddImmuneHitBeforeTimeOutEnd(FlatBufferBuilder builder, bool immuneHitBeforeTimeOutEnd) { builder.AddBool(42, immuneHitBeforeTimeOutEnd, false); } public static void AddUIBattleHideFromScratch(FlatBufferBuilder builder, bool uIBattleHideFromScratch) { builder.AddBool(43, uIBattleHideFromScratch, false); } public static void AddBattleReadyTimelinePath(FlatBufferBuilder builder, StringOffset battleReadyTimelinePathOffset) { builder.AddOffset(44, battleReadyTimelinePathOffset.Value, 0); } public static void AddBeforeVictoryTimelinePath(FlatBufferBuilder builder, StringOffset beforeVictoryTimelinePathOffset) { builder.AddOffset(45, beforeVictoryTimelinePathOffset.Value, 0); } public static void AddHideNPCWhenBattleEnd(FlatBufferBuilder builder, bool hideNPCWhenBattleEnd) { builder.AddBool(46, hideNPCWhenBattleEnd, false); } public static void AddUIHpScale(FlatBufferBuilder builder, float uIHpScale) { builder.AddFloat(47, uIHpScale, 0.0f); } public static void AddUIEmojiScale(FlatBufferBuilder builder, float uIEmojiScale) { builder.AddFloat(48, uIEmojiScale, 0.0f); } public static void AddUISkillMainLogScale(FlatBufferBuilder builder, float uISkillMainLogScale) { builder.AddFloat(49, uISkillMainLogScale, 0.0f); } public static void AddAllyPassiveSkillId(FlatBufferBuilder builder, VectorOffset allyPassiveSkillIdOffset) { builder.AddOffset(50, allyPassiveSkillIdOffset.Value, 0); } public static VectorOffset CreateAllyPassiveSkillIdVector(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); } public static VectorOffset CreateAllyPassiveSkillIdVectorBlock(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateAllyPassiveSkillIdVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateAllyPassiveSkillIdVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartAllyPassiveSkillIdVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static void AddAllyPassiveSkillLevel(FlatBufferBuilder builder, VectorOffset allyPassiveSkillLevelOffset) { builder.AddOffset(51, allyPassiveSkillLevelOffset.Value, 0); } public static VectorOffset CreateAllyPassiveSkillLevelVector(FlatBufferBuilder builder, int[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddInt(data[i]); return builder.EndVector(); } public static VectorOffset CreateAllyPassiveSkillLevelVectorBlock(FlatBufferBuilder builder, int[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateAllyPassiveSkillLevelVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateAllyPassiveSkillLevelVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartAllyPassiveSkillLevelVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static void AddEnemyPassiveSkillId(FlatBufferBuilder builder, VectorOffset enemyPassiveSkillIdOffset) { builder.AddOffset(52, enemyPassiveSkillIdOffset.Value, 0); } public static VectorOffset CreateEnemyPassiveSkillIdVector(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); } public static VectorOffset CreateEnemyPassiveSkillIdVectorBlock(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateEnemyPassiveSkillIdVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateEnemyPassiveSkillIdVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartEnemyPassiveSkillIdVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static void AddEnemyPassiveSkillLevel(FlatBufferBuilder builder, VectorOffset enemyPassiveSkillLevelOffset) { builder.AddOffset(53, enemyPassiveSkillLevelOffset.Value, 0); } public static VectorOffset CreateEnemyPassiveSkillLevelVector(FlatBufferBuilder builder, int[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddInt(data[i]); return builder.EndVector(); } public static VectorOffset CreateEnemyPassiveSkillLevelVectorBlock(FlatBufferBuilder builder, int[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateEnemyPassiveSkillLevelVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateEnemyPassiveSkillLevelVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartEnemyPassiveSkillLevelVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static Offset EndGroundExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(o); } } static public class GroundExcelVerify { static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos) { return verifier.VerifyTableStart(tablePos) && verifier.VerifyField(tablePos, 4 /*Id*/, 8 /*long*/, 8, false) && verifier.VerifyVectorOfStrings(tablePos, 6 /*StageFileName*/, false) && verifier.VerifyString(tablePos, 8 /*GroundSceneName*/, false) && verifier.VerifyField(tablePos, 10 /*FormationGroupId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 12 /*StageTopography*/, 4 /*SCHALE.Common.FlatData.StageTopography*/, 4, false) && verifier.VerifyField(tablePos, 14 /*EnemyBulletType*/, 4 /*SCHALE.Common.FlatData.BulletType*/, 4, false) && verifier.VerifyField(tablePos, 16 /*EnemyArmorType*/, 4 /*SCHALE.Common.FlatData.ArmorType*/, 4, false) && verifier.VerifyField(tablePos, 18 /*LevelNPC*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 20 /*LevelMinion*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 22 /*LevelElite*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 24 /*LevelChampion*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 26 /*LevelBoss*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 28 /*ObstacleLevel*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 30 /*GradeNPC*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 32 /*GradeMinion*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 34 /*GradeElite*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 36 /*GradeChampion*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 38 /*GradeBoss*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 40 /*PlayerSightPointAdd*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 42 /*PlayerSightPointRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 44 /*PlayerAttackRangeAdd*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 46 /*PlayerAttackRangeRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 48 /*EnemySightPointAdd*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 50 /*EnemySightPointRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 52 /*EnemyAttackRangeAdd*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 54 /*EnemyAttackRangeRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 56 /*PlayerSkillRangeAdd*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 58 /*PlayerSkillRangeRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 60 /*EnemySkillRangeAdd*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 62 /*EnemySkillRangeRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 64 /*PlayerMinimumPositionGapRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 66 /*EnemyMinimumPositionGapRate*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 68 /*PlayerSightRangeMax*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 70 /*EnemySightRangeMax*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 72 /*TSSAirUnitHeight*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 74 /*IsPhaseBGM*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 76 /*BGMId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 78 /*WarningUI*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 80 /*TSSHatchOpen*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 82 /*ForcedTacticSpeed*/, 4 /*SCHALE.Common.FlatData.TacticSpeed*/, 4, false) && verifier.VerifyField(tablePos, 84 /*ForcedSkillUse*/, 4 /*SCHALE.Common.FlatData.TacticSkillUse*/, 4, false) && verifier.VerifyField(tablePos, 86 /*ShowNPCSkillCutIn*/, 4 /*SCHALE.Common.FlatData.ShowSkillCutIn*/, 4, false) && verifier.VerifyField(tablePos, 88 /*ImmuneHitBeforeTimeOutEnd*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 90 /*UIBattleHideFromScratch*/, 1 /*bool*/, 1, false) && verifier.VerifyString(tablePos, 92 /*BattleReadyTimelinePath*/, false) && verifier.VerifyString(tablePos, 94 /*BeforeVictoryTimelinePath*/, false) && verifier.VerifyField(tablePos, 96 /*HideNPCWhenBattleEnd*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 98 /*UIHpScale*/, 4 /*float*/, 4, false) && verifier.VerifyField(tablePos, 100 /*UIEmojiScale*/, 4 /*float*/, 4, false) && verifier.VerifyField(tablePos, 102 /*UISkillMainLogScale*/, 4 /*float*/, 4, false) && verifier.VerifyVectorOfStrings(tablePos, 104 /*AllyPassiveSkillId*/, false) && verifier.VerifyVectorOfData(tablePos, 106 /*AllyPassiveSkillLevel*/, 4 /*int*/, false) && verifier.VerifyVectorOfStrings(tablePos, 108 /*EnemyPassiveSkillId*/, false) && verifier.VerifyVectorOfData(tablePos, 110 /*EnemyPassiveSkillLevel*/, 4 /*int*/, false) && verifier.VerifyTableEnd(tablePos); } } }