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