SCHALE.GameServer/SCHALE.Common/FlatData/GroundExcel.cs

667 lines
49 KiB
C#

// <auto-generated>
// automatically generated by the FlatBuffers compiler, do not modify
// </auto-generated>
namespace SCHALE.Common.FlatData
{
using global::System;
using global::System.Collections.Generic;
using global::SCHALE.Common.Crypto;
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<byte> GetGroundSceneNameBytes() { return __p.__vector_as_span<byte>(8, 1); }
#else
public ArraySegment<byte>? GetGroundSceneNameBytes() { return __p.__vector_as_arraysegment(8); }
#endif
public byte[] GetGroundSceneNameArray() { return __p.__vector_as_array<byte>(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<byte> GetBattleReadyTimelinePathBytes() { return __p.__vector_as_span<byte>(92, 1); }
#else
public ArraySegment<byte>? GetBattleReadyTimelinePathBytes() { return __p.__vector_as_arraysegment(92); }
#endif
public byte[] GetBattleReadyTimelinePathArray() { return __p.__vector_as_array<byte>(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<byte> GetBeforeVictoryTimelinePathBytes() { return __p.__vector_as_span<byte>(94, 1); }
#else
public ArraySegment<byte>? GetBeforeVictoryTimelinePathBytes() { return __p.__vector_as_arraysegment(94); }
#endif
public byte[] GetBeforeVictoryTimelinePathArray() { return __p.__vector_as_array<byte>(94); }
public bool SkipBattleEnd { get { int o = __p.__offset(96); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool HideNPCWhenBattleEnd { get { int o = __p.__offset(98); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public bool CoverPointOff { get { int o = __p.__offset(100); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
public float UIHpScale { get { int o = __p.__offset(102); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public float UIEmojiScale { get { int o = __p.__offset(104); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public float UISkillMainLogScale { get { int o = __p.__offset(106); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public string AllyPassiveSkillId(int j) { int o = __p.__offset(108); return o != 0 ? __p.__string(__p.__vector(o) + j * 4) : null; }
public int AllyPassiveSkillIdLength { get { int o = __p.__offset(108); return o != 0 ? __p.__vector_len(o) : 0; } }
public int AllyPassiveSkillLevel(int j) { int o = __p.__offset(110); return o != 0 ? __p.bb.GetInt(__p.__vector(o) + j * 4) : (int)0; }
public int AllyPassiveSkillLevelLength { get { int o = __p.__offset(110); return o != 0 ? __p.__vector_len(o) : 0; } }
#if ENABLE_SPAN_T
public Span<int> GetAllyPassiveSkillLevelBytes() { return __p.__vector_as_span<int>(110, 4); }
#else
public ArraySegment<byte>? GetAllyPassiveSkillLevelBytes() { return __p.__vector_as_arraysegment(110); }
#endif
public int[] GetAllyPassiveSkillLevelArray() { return __p.__vector_as_array<int>(110); }
public string EnemyPassiveSkillId(int j) { int o = __p.__offset(112); return o != 0 ? __p.__string(__p.__vector(o) + j * 4) : null; }
public int EnemyPassiveSkillIdLength { get { int o = __p.__offset(112); return o != 0 ? __p.__vector_len(o) : 0; } }
public int EnemyPassiveSkillLevel(int j) { int o = __p.__offset(114); return o != 0 ? __p.bb.GetInt(__p.__vector(o) + j * 4) : (int)0; }
public int EnemyPassiveSkillLevelLength { get { int o = __p.__offset(114); return o != 0 ? __p.__vector_len(o) : 0; } }
#if ENABLE_SPAN_T
public Span<int> GetEnemyPassiveSkillLevelBytes() { return __p.__vector_as_span<int>(114, 4); }
#else
public ArraySegment<byte>? GetEnemyPassiveSkillLevelBytes() { return __p.__vector_as_arraysegment(114); }
#endif
public int[] GetEnemyPassiveSkillLevelArray() { return __p.__vector_as_array<int>(114); }
public static Offset<SCHALE.Common.FlatData.GroundExcel> 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 SkipBattleEnd = false,
bool HideNPCWhenBattleEnd = false,
bool CoverPointOff = 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(56);
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.AddCoverPointOff(builder, CoverPointOff);
GroundExcel.AddHideNPCWhenBattleEnd(builder, HideNPCWhenBattleEnd);
GroundExcel.AddSkipBattleEnd(builder, SkipBattleEnd);
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(56); }
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<StringOffset> 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<StringOffset>(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 AddSkipBattleEnd(FlatBufferBuilder builder, bool skipBattleEnd) { builder.AddBool(46, skipBattleEnd, false); }
public static void AddHideNPCWhenBattleEnd(FlatBufferBuilder builder, bool hideNPCWhenBattleEnd) { builder.AddBool(47, hideNPCWhenBattleEnd, false); }
public static void AddCoverPointOff(FlatBufferBuilder builder, bool coverPointOff) { builder.AddBool(48, coverPointOff, false); }
public static void AddUIHpScale(FlatBufferBuilder builder, float uIHpScale) { builder.AddFloat(49, uIHpScale, 0.0f); }
public static void AddUIEmojiScale(FlatBufferBuilder builder, float uIEmojiScale) { builder.AddFloat(50, uIEmojiScale, 0.0f); }
public static void AddUISkillMainLogScale(FlatBufferBuilder builder, float uISkillMainLogScale) { builder.AddFloat(51, uISkillMainLogScale, 0.0f); }
public static void AddAllyPassiveSkillId(FlatBufferBuilder builder, VectorOffset allyPassiveSkillIdOffset) { builder.AddOffset(52, 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<StringOffset> 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<StringOffset>(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(53, 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<int> 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<int>(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(54, 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<StringOffset> 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<StringOffset>(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(55, 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<int> 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<int>(dataPtr, sizeInBytes); return builder.EndVector(); }
public static void StartEnemyPassiveSkillLevelVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); }
public static Offset<SCHALE.Common.FlatData.GroundExcel> EndGroundExcel(FlatBufferBuilder builder) {
int o = builder.EndTable();
return new Offset<SCHALE.Common.FlatData.GroundExcel>(o);
}
public GroundExcelT UnPack() {
var _o = new GroundExcelT();
this.UnPackTo(_o);
return _o;
}
public void UnPackTo(GroundExcelT _o) {
byte[] key = TableEncryptionService.CreateKey("Ground");
_o.Id = TableEncryptionService.Convert(this.Id, key);
_o.StageFileName = new List<string>();
for (var _j = 0; _j < this.StageFileNameLength; ++_j) {_o.StageFileName.Add(TableEncryptionService.Convert(this.StageFileName(_j), key));}
_o.GroundSceneName = TableEncryptionService.Convert(this.GroundSceneName, key);
_o.FormationGroupId = TableEncryptionService.Convert(this.FormationGroupId, key);
_o.StageTopography = TableEncryptionService.Convert(this.StageTopography, key);
_o.EnemyBulletType = TableEncryptionService.Convert(this.EnemyBulletType, key);
_o.EnemyArmorType = TableEncryptionService.Convert(this.EnemyArmorType, key);
_o.LevelNPC = TableEncryptionService.Convert(this.LevelNPC, key);
_o.LevelMinion = TableEncryptionService.Convert(this.LevelMinion, key);
_o.LevelElite = TableEncryptionService.Convert(this.LevelElite, key);
_o.LevelChampion = TableEncryptionService.Convert(this.LevelChampion, key);
_o.LevelBoss = TableEncryptionService.Convert(this.LevelBoss, key);
_o.ObstacleLevel = TableEncryptionService.Convert(this.ObstacleLevel, key);
_o.GradeNPC = TableEncryptionService.Convert(this.GradeNPC, key);
_o.GradeMinion = TableEncryptionService.Convert(this.GradeMinion, key);
_o.GradeElite = TableEncryptionService.Convert(this.GradeElite, key);
_o.GradeChampion = TableEncryptionService.Convert(this.GradeChampion, key);
_o.GradeBoss = TableEncryptionService.Convert(this.GradeBoss, key);
_o.PlayerSightPointAdd = TableEncryptionService.Convert(this.PlayerSightPointAdd, key);
_o.PlayerSightPointRate = TableEncryptionService.Convert(this.PlayerSightPointRate, key);
_o.PlayerAttackRangeAdd = TableEncryptionService.Convert(this.PlayerAttackRangeAdd, key);
_o.PlayerAttackRangeRate = TableEncryptionService.Convert(this.PlayerAttackRangeRate, key);
_o.EnemySightPointAdd = TableEncryptionService.Convert(this.EnemySightPointAdd, key);
_o.EnemySightPointRate = TableEncryptionService.Convert(this.EnemySightPointRate, key);
_o.EnemyAttackRangeAdd = TableEncryptionService.Convert(this.EnemyAttackRangeAdd, key);
_o.EnemyAttackRangeRate = TableEncryptionService.Convert(this.EnemyAttackRangeRate, key);
_o.PlayerSkillRangeAdd = TableEncryptionService.Convert(this.PlayerSkillRangeAdd, key);
_o.PlayerSkillRangeRate = TableEncryptionService.Convert(this.PlayerSkillRangeRate, key);
_o.EnemySkillRangeAdd = TableEncryptionService.Convert(this.EnemySkillRangeAdd, key);
_o.EnemySkillRangeRate = TableEncryptionService.Convert(this.EnemySkillRangeRate, key);
_o.PlayerMinimumPositionGapRate = TableEncryptionService.Convert(this.PlayerMinimumPositionGapRate, key);
_o.EnemyMinimumPositionGapRate = TableEncryptionService.Convert(this.EnemyMinimumPositionGapRate, key);
_o.PlayerSightRangeMax = TableEncryptionService.Convert(this.PlayerSightRangeMax, key);
_o.EnemySightRangeMax = TableEncryptionService.Convert(this.EnemySightRangeMax, key);
_o.TSSAirUnitHeight = TableEncryptionService.Convert(this.TSSAirUnitHeight, key);
_o.IsPhaseBGM = TableEncryptionService.Convert(this.IsPhaseBGM, key);
_o.BGMId = TableEncryptionService.Convert(this.BGMId, key);
_o.WarningUI = TableEncryptionService.Convert(this.WarningUI, key);
_o.TSSHatchOpen = TableEncryptionService.Convert(this.TSSHatchOpen, key);
_o.ForcedTacticSpeed = TableEncryptionService.Convert(this.ForcedTacticSpeed, key);
_o.ForcedSkillUse = TableEncryptionService.Convert(this.ForcedSkillUse, key);
_o.ShowNPCSkillCutIn = TableEncryptionService.Convert(this.ShowNPCSkillCutIn, key);
_o.ImmuneHitBeforeTimeOutEnd = TableEncryptionService.Convert(this.ImmuneHitBeforeTimeOutEnd, key);
_o.UIBattleHideFromScratch = TableEncryptionService.Convert(this.UIBattleHideFromScratch, key);
_o.BattleReadyTimelinePath = TableEncryptionService.Convert(this.BattleReadyTimelinePath, key);
_o.BeforeVictoryTimelinePath = TableEncryptionService.Convert(this.BeforeVictoryTimelinePath, key);
_o.SkipBattleEnd = TableEncryptionService.Convert(this.SkipBattleEnd, key);
_o.HideNPCWhenBattleEnd = TableEncryptionService.Convert(this.HideNPCWhenBattleEnd, key);
_o.CoverPointOff = TableEncryptionService.Convert(this.CoverPointOff, key);
_o.UIHpScale = TableEncryptionService.Convert(this.UIHpScale, key);
_o.UIEmojiScale = TableEncryptionService.Convert(this.UIEmojiScale, key);
_o.UISkillMainLogScale = TableEncryptionService.Convert(this.UISkillMainLogScale, key);
_o.AllyPassiveSkillId = new List<string>();
for (var _j = 0; _j < this.AllyPassiveSkillIdLength; ++_j) {_o.AllyPassiveSkillId.Add(TableEncryptionService.Convert(this.AllyPassiveSkillId(_j), key));}
_o.AllyPassiveSkillLevel = new List<int>();
for (var _j = 0; _j < this.AllyPassiveSkillLevelLength; ++_j) {_o.AllyPassiveSkillLevel.Add(TableEncryptionService.Convert(this.AllyPassiveSkillLevel(_j), key));}
_o.EnemyPassiveSkillId = new List<string>();
for (var _j = 0; _j < this.EnemyPassiveSkillIdLength; ++_j) {_o.EnemyPassiveSkillId.Add(TableEncryptionService.Convert(this.EnemyPassiveSkillId(_j), key));}
_o.EnemyPassiveSkillLevel = new List<int>();
for (var _j = 0; _j < this.EnemyPassiveSkillLevelLength; ++_j) {_o.EnemyPassiveSkillLevel.Add(TableEncryptionService.Convert(this.EnemyPassiveSkillLevel(_j), key));}
}
public static Offset<SCHALE.Common.FlatData.GroundExcel> Pack(FlatBufferBuilder builder, GroundExcelT _o) {
if (_o == null) return default(Offset<SCHALE.Common.FlatData.GroundExcel>);
var _StageFileName = default(VectorOffset);
if (_o.StageFileName != null) {
var __StageFileName = new StringOffset[_o.StageFileName.Count];
for (var _j = 0; _j < __StageFileName.Length; ++_j) { __StageFileName[_j] = builder.CreateString(_o.StageFileName[_j]); }
_StageFileName = CreateStageFileNameVector(builder, __StageFileName);
}
var _GroundSceneName = _o.GroundSceneName == null ? default(StringOffset) : builder.CreateString(_o.GroundSceneName);
var _BattleReadyTimelinePath = _o.BattleReadyTimelinePath == null ? default(StringOffset) : builder.CreateString(_o.BattleReadyTimelinePath);
var _BeforeVictoryTimelinePath = _o.BeforeVictoryTimelinePath == null ? default(StringOffset) : builder.CreateString(_o.BeforeVictoryTimelinePath);
var _AllyPassiveSkillId = default(VectorOffset);
if (_o.AllyPassiveSkillId != null) {
var __AllyPassiveSkillId = new StringOffset[_o.AllyPassiveSkillId.Count];
for (var _j = 0; _j < __AllyPassiveSkillId.Length; ++_j) { __AllyPassiveSkillId[_j] = builder.CreateString(_o.AllyPassiveSkillId[_j]); }
_AllyPassiveSkillId = CreateAllyPassiveSkillIdVector(builder, __AllyPassiveSkillId);
}
var _AllyPassiveSkillLevel = default(VectorOffset);
if (_o.AllyPassiveSkillLevel != null) {
var __AllyPassiveSkillLevel = _o.AllyPassiveSkillLevel.ToArray();
_AllyPassiveSkillLevel = CreateAllyPassiveSkillLevelVector(builder, __AllyPassiveSkillLevel);
}
var _EnemyPassiveSkillId = default(VectorOffset);
if (_o.EnemyPassiveSkillId != null) {
var __EnemyPassiveSkillId = new StringOffset[_o.EnemyPassiveSkillId.Count];
for (var _j = 0; _j < __EnemyPassiveSkillId.Length; ++_j) { __EnemyPassiveSkillId[_j] = builder.CreateString(_o.EnemyPassiveSkillId[_j]); }
_EnemyPassiveSkillId = CreateEnemyPassiveSkillIdVector(builder, __EnemyPassiveSkillId);
}
var _EnemyPassiveSkillLevel = default(VectorOffset);
if (_o.EnemyPassiveSkillLevel != null) {
var __EnemyPassiveSkillLevel = _o.EnemyPassiveSkillLevel.ToArray();
_EnemyPassiveSkillLevel = CreateEnemyPassiveSkillLevelVector(builder, __EnemyPassiveSkillLevel);
}
return CreateGroundExcel(
builder,
_o.Id,
_StageFileName,
_GroundSceneName,
_o.FormationGroupId,
_o.StageTopography,
_o.EnemyBulletType,
_o.EnemyArmorType,
_o.LevelNPC,
_o.LevelMinion,
_o.LevelElite,
_o.LevelChampion,
_o.LevelBoss,
_o.ObstacleLevel,
_o.GradeNPC,
_o.GradeMinion,
_o.GradeElite,
_o.GradeChampion,
_o.GradeBoss,
_o.PlayerSightPointAdd,
_o.PlayerSightPointRate,
_o.PlayerAttackRangeAdd,
_o.PlayerAttackRangeRate,
_o.EnemySightPointAdd,
_o.EnemySightPointRate,
_o.EnemyAttackRangeAdd,
_o.EnemyAttackRangeRate,
_o.PlayerSkillRangeAdd,
_o.PlayerSkillRangeRate,
_o.EnemySkillRangeAdd,
_o.EnemySkillRangeRate,
_o.PlayerMinimumPositionGapRate,
_o.EnemyMinimumPositionGapRate,
_o.PlayerSightRangeMax,
_o.EnemySightRangeMax,
_o.TSSAirUnitHeight,
_o.IsPhaseBGM,
_o.BGMId,
_o.WarningUI,
_o.TSSHatchOpen,
_o.ForcedTacticSpeed,
_o.ForcedSkillUse,
_o.ShowNPCSkillCutIn,
_o.ImmuneHitBeforeTimeOutEnd,
_o.UIBattleHideFromScratch,
_BattleReadyTimelinePath,
_BeforeVictoryTimelinePath,
_o.SkipBattleEnd,
_o.HideNPCWhenBattleEnd,
_o.CoverPointOff,
_o.UIHpScale,
_o.UIEmojiScale,
_o.UISkillMainLogScale,
_AllyPassiveSkillId,
_AllyPassiveSkillLevel,
_EnemyPassiveSkillId,
_EnemyPassiveSkillLevel);
}
}
public class GroundExcelT
{
public long Id { get; set; }
public List<string> StageFileName { get; set; }
public string GroundSceneName { get; set; }
public long FormationGroupId { get; set; }
public SCHALE.Common.FlatData.StageTopography StageTopography { get; set; }
public SCHALE.Common.FlatData.BulletType EnemyBulletType { get; set; }
public SCHALE.Common.FlatData.ArmorType EnemyArmorType { get; set; }
public long LevelNPC { get; set; }
public long LevelMinion { get; set; }
public long LevelElite { get; set; }
public long LevelChampion { get; set; }
public long LevelBoss { get; set; }
public long ObstacleLevel { get; set; }
public long GradeNPC { get; set; }
public long GradeMinion { get; set; }
public long GradeElite { get; set; }
public long GradeChampion { get; set; }
public long GradeBoss { get; set; }
public long PlayerSightPointAdd { get; set; }
public long PlayerSightPointRate { get; set; }
public long PlayerAttackRangeAdd { get; set; }
public long PlayerAttackRangeRate { get; set; }
public long EnemySightPointAdd { get; set; }
public long EnemySightPointRate { get; set; }
public long EnemyAttackRangeAdd { get; set; }
public long EnemyAttackRangeRate { get; set; }
public long PlayerSkillRangeAdd { get; set; }
public long PlayerSkillRangeRate { get; set; }
public long EnemySkillRangeAdd { get; set; }
public long EnemySkillRangeRate { get; set; }
public long PlayerMinimumPositionGapRate { get; set; }
public long EnemyMinimumPositionGapRate { get; set; }
public bool PlayerSightRangeMax { get; set; }
public bool EnemySightRangeMax { get; set; }
public long TSSAirUnitHeight { get; set; }
public bool IsPhaseBGM { get; set; }
public long BGMId { get; set; }
public bool WarningUI { get; set; }
public bool TSSHatchOpen { get; set; }
public SCHALE.Common.FlatData.TacticSpeed ForcedTacticSpeed { get; set; }
public SCHALE.Common.FlatData.TacticSkillUse ForcedSkillUse { get; set; }
public SCHALE.Common.FlatData.ShowSkillCutIn ShowNPCSkillCutIn { get; set; }
public bool ImmuneHitBeforeTimeOutEnd { get; set; }
public bool UIBattleHideFromScratch { get; set; }
public string BattleReadyTimelinePath { get; set; }
public string BeforeVictoryTimelinePath { get; set; }
public bool SkipBattleEnd { get; set; }
public bool HideNPCWhenBattleEnd { get; set; }
public bool CoverPointOff { get; set; }
public float UIHpScale { get; set; }
public float UIEmojiScale { get; set; }
public float UISkillMainLogScale { get; set; }
public List<string> AllyPassiveSkillId { get; set; }
public List<int> AllyPassiveSkillLevel { get; set; }
public List<string> EnemyPassiveSkillId { get; set; }
public List<int> EnemyPassiveSkillLevel { get; set; }
public GroundExcelT() {
this.Id = 0;
this.StageFileName = null;
this.GroundSceneName = null;
this.FormationGroupId = 0;
this.StageTopography = SCHALE.Common.FlatData.StageTopography.Street;
this.EnemyBulletType = SCHALE.Common.FlatData.BulletType.Normal;
this.EnemyArmorType = SCHALE.Common.FlatData.ArmorType.LightArmor;
this.LevelNPC = 0;
this.LevelMinion = 0;
this.LevelElite = 0;
this.LevelChampion = 0;
this.LevelBoss = 0;
this.ObstacleLevel = 0;
this.GradeNPC = 0;
this.GradeMinion = 0;
this.GradeElite = 0;
this.GradeChampion = 0;
this.GradeBoss = 0;
this.PlayerSightPointAdd = 0;
this.PlayerSightPointRate = 0;
this.PlayerAttackRangeAdd = 0;
this.PlayerAttackRangeRate = 0;
this.EnemySightPointAdd = 0;
this.EnemySightPointRate = 0;
this.EnemyAttackRangeAdd = 0;
this.EnemyAttackRangeRate = 0;
this.PlayerSkillRangeAdd = 0;
this.PlayerSkillRangeRate = 0;
this.EnemySkillRangeAdd = 0;
this.EnemySkillRangeRate = 0;
this.PlayerMinimumPositionGapRate = 0;
this.EnemyMinimumPositionGapRate = 0;
this.PlayerSightRangeMax = false;
this.EnemySightRangeMax = false;
this.TSSAirUnitHeight = 0;
this.IsPhaseBGM = false;
this.BGMId = 0;
this.WarningUI = false;
this.TSSHatchOpen = false;
this.ForcedTacticSpeed = SCHALE.Common.FlatData.TacticSpeed.None;
this.ForcedSkillUse = SCHALE.Common.FlatData.TacticSkillUse.None;
this.ShowNPCSkillCutIn = SCHALE.Common.FlatData.ShowSkillCutIn.None;
this.ImmuneHitBeforeTimeOutEnd = false;
this.UIBattleHideFromScratch = false;
this.BattleReadyTimelinePath = null;
this.BeforeVictoryTimelinePath = null;
this.SkipBattleEnd = false;
this.HideNPCWhenBattleEnd = false;
this.CoverPointOff = false;
this.UIHpScale = 0.0f;
this.UIEmojiScale = 0.0f;
this.UISkillMainLogScale = 0.0f;
this.AllyPassiveSkillId = null;
this.AllyPassiveSkillLevel = null;
this.EnemyPassiveSkillId = null;
this.EnemyPassiveSkillLevel = null;
}
}
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 /*SkipBattleEnd*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 98 /*HideNPCWhenBattleEnd*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 100 /*CoverPointOff*/, 1 /*bool*/, 1, false)
&& verifier.VerifyField(tablePos, 102 /*UIHpScale*/, 4 /*float*/, 4, false)
&& verifier.VerifyField(tablePos, 104 /*UIEmojiScale*/, 4 /*float*/, 4, false)
&& verifier.VerifyField(tablePos, 106 /*UISkillMainLogScale*/, 4 /*float*/, 4, false)
&& verifier.VerifyVectorOfStrings(tablePos, 108 /*AllyPassiveSkillId*/, false)
&& verifier.VerifyVectorOfData(tablePos, 110 /*AllyPassiveSkillLevel*/, 4 /*int*/, false)
&& verifier.VerifyVectorOfStrings(tablePos, 112 /*EnemyPassiveSkillId*/, false)
&& verifier.VerifyVectorOfData(tablePos, 114 /*EnemyPassiveSkillLevel*/, 4 /*int*/, false)
&& verifier.VerifyTableEnd(tablePos);
}
}
}