forked from Raphael/SCHALE.GameServer
279 lines
18 KiB
C#
279 lines
18 KiB
C#
// <auto-generated>
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// automatically generated by the FlatBuffers compiler, do not modify
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// </auto-generated>
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namespace SCHALE.Common.FlatData
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{
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using global::System;
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using global::System.Collections.Generic;
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using global::SCHALE.Common.Crypto;
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using global::Google.FlatBuffers;
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public struct MiniGameShootingCharacterExcel : IFlatbufferObject
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{
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private Table __p;
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public ByteBuffer ByteBuffer { get { return __p.bb; } }
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public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); }
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public static MiniGameShootingCharacterExcel GetRootAsMiniGameShootingCharacterExcel(ByteBuffer _bb) { return GetRootAsMiniGameShootingCharacterExcel(_bb, new MiniGameShootingCharacterExcel()); }
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public static MiniGameShootingCharacterExcel GetRootAsMiniGameShootingCharacterExcel(ByteBuffer _bb, MiniGameShootingCharacterExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
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public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); }
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public MiniGameShootingCharacterExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public long UniqueId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public string SpineResourceName { get { int o = __p.__offset(6); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
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public Span<byte> GetSpineResourceNameBytes() { return __p.__vector_as_span<byte>(6, 1); }
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#else
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public ArraySegment<byte>? GetSpineResourceNameBytes() { return __p.__vector_as_arraysegment(6); }
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#endif
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public byte[] GetSpineResourceNameArray() { return __p.__vector_as_array<byte>(6); }
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public float BodyRadius { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
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public string ModelPrefabName { get { int o = __p.__offset(10); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
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public Span<byte> GetModelPrefabNameBytes() { return __p.__vector_as_span<byte>(10, 1); }
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#else
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public ArraySegment<byte>? GetModelPrefabNameBytes() { return __p.__vector_as_arraysegment(10); }
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#endif
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public byte[] GetModelPrefabNameArray() { return __p.__vector_as_array<byte>(10); }
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public string NormalAttackSkillData { get { int o = __p.__offset(12); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
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public Span<byte> GetNormalAttackSkillDataBytes() { return __p.__vector_as_span<byte>(12, 1); }
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#else
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public ArraySegment<byte>? GetNormalAttackSkillDataBytes() { return __p.__vector_as_arraysegment(12); }
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#endif
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public byte[] GetNormalAttackSkillDataArray() { return __p.__vector_as_array<byte>(12); }
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public string PublicSkillData(int j) { int o = __p.__offset(14); return o != 0 ? __p.__string(__p.__vector(o) + j * 4) : null; }
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public int PublicSkillDataLength { get { int o = __p.__offset(14); return o != 0 ? __p.__vector_len(o) : 0; } }
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public string DeathSkillData { get { int o = __p.__offset(16); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
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#if ENABLE_SPAN_T
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public Span<byte> GetDeathSkillDataBytes() { return __p.__vector_as_span<byte>(16, 1); }
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#else
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public ArraySegment<byte>? GetDeathSkillDataBytes() { return __p.__vector_as_arraysegment(16); }
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#endif
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public byte[] GetDeathSkillDataArray() { return __p.__vector_as_array<byte>(16); }
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public long MaxHP { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long AttackPower { get { int o = __p.__offset(20); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long DefensePower { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long CriticalRate { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long CriticalDamageRate { get { int o = __p.__offset(26); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long AttackRange { get { int o = __p.__offset(28); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long MoveSpeed { get { int o = __p.__offset(30); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long ShotTime { get { int o = __p.__offset(32); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public bool IsBoss { get { int o = __p.__offset(34); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
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public float Scale { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
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public bool IgnoreObstacleCheck { get { int o = __p.__offset(38); return o != 0 ? 0!=__p.bb.Get(o + __p.bb_pos) : (bool)false; } }
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public long CharacterVoiceGroupId { get { int o = __p.__offset(40); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public static Offset<SCHALE.Common.FlatData.MiniGameShootingCharacterExcel> CreateMiniGameShootingCharacterExcel(FlatBufferBuilder builder,
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long UniqueId = 0,
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StringOffset SpineResourceNameOffset = default(StringOffset),
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float BodyRadius = 0.0f,
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StringOffset ModelPrefabNameOffset = default(StringOffset),
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StringOffset NormalAttackSkillDataOffset = default(StringOffset),
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VectorOffset PublicSkillDataOffset = default(VectorOffset),
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StringOffset DeathSkillDataOffset = default(StringOffset),
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long MaxHP = 0,
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long AttackPower = 0,
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long DefensePower = 0,
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long CriticalRate = 0,
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long CriticalDamageRate = 0,
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long AttackRange = 0,
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long MoveSpeed = 0,
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long ShotTime = 0,
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bool IsBoss = false,
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float Scale = 0.0f,
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bool IgnoreObstacleCheck = false,
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long CharacterVoiceGroupId = 0) {
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builder.StartTable(19);
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MiniGameShootingCharacterExcel.AddCharacterVoiceGroupId(builder, CharacterVoiceGroupId);
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MiniGameShootingCharacterExcel.AddShotTime(builder, ShotTime);
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MiniGameShootingCharacterExcel.AddMoveSpeed(builder, MoveSpeed);
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MiniGameShootingCharacterExcel.AddAttackRange(builder, AttackRange);
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MiniGameShootingCharacterExcel.AddCriticalDamageRate(builder, CriticalDamageRate);
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MiniGameShootingCharacterExcel.AddCriticalRate(builder, CriticalRate);
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MiniGameShootingCharacterExcel.AddDefensePower(builder, DefensePower);
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MiniGameShootingCharacterExcel.AddAttackPower(builder, AttackPower);
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MiniGameShootingCharacterExcel.AddMaxHP(builder, MaxHP);
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MiniGameShootingCharacterExcel.AddUniqueId(builder, UniqueId);
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MiniGameShootingCharacterExcel.AddScale(builder, Scale);
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MiniGameShootingCharacterExcel.AddDeathSkillData(builder, DeathSkillDataOffset);
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MiniGameShootingCharacterExcel.AddPublicSkillData(builder, PublicSkillDataOffset);
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MiniGameShootingCharacterExcel.AddNormalAttackSkillData(builder, NormalAttackSkillDataOffset);
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MiniGameShootingCharacterExcel.AddModelPrefabName(builder, ModelPrefabNameOffset);
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MiniGameShootingCharacterExcel.AddBodyRadius(builder, BodyRadius);
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MiniGameShootingCharacterExcel.AddSpineResourceName(builder, SpineResourceNameOffset);
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MiniGameShootingCharacterExcel.AddIgnoreObstacleCheck(builder, IgnoreObstacleCheck);
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MiniGameShootingCharacterExcel.AddIsBoss(builder, IsBoss);
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return MiniGameShootingCharacterExcel.EndMiniGameShootingCharacterExcel(builder);
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}
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public static void StartMiniGameShootingCharacterExcel(FlatBufferBuilder builder) { builder.StartTable(19); }
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public static void AddUniqueId(FlatBufferBuilder builder, long uniqueId) { builder.AddLong(0, uniqueId, 0); }
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public static void AddSpineResourceName(FlatBufferBuilder builder, StringOffset spineResourceNameOffset) { builder.AddOffset(1, spineResourceNameOffset.Value, 0); }
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public static void AddBodyRadius(FlatBufferBuilder builder, float bodyRadius) { builder.AddFloat(2, bodyRadius, 0.0f); }
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public static void AddModelPrefabName(FlatBufferBuilder builder, StringOffset modelPrefabNameOffset) { builder.AddOffset(3, modelPrefabNameOffset.Value, 0); }
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public static void AddNormalAttackSkillData(FlatBufferBuilder builder, StringOffset normalAttackSkillDataOffset) { builder.AddOffset(4, normalAttackSkillDataOffset.Value, 0); }
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public static void AddPublicSkillData(FlatBufferBuilder builder, VectorOffset publicSkillDataOffset) { builder.AddOffset(5, publicSkillDataOffset.Value, 0); }
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public static VectorOffset CreatePublicSkillDataVector(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(); }
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public static VectorOffset CreatePublicSkillDataVectorBlock(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); }
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public static VectorOffset CreatePublicSkillDataVectorBlock(FlatBufferBuilder builder, ArraySegment<StringOffset> data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); }
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public static VectorOffset CreatePublicSkillDataVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add<StringOffset>(dataPtr, sizeInBytes); return builder.EndVector(); }
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public static void StartPublicSkillDataVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); }
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public static void AddDeathSkillData(FlatBufferBuilder builder, StringOffset deathSkillDataOffset) { builder.AddOffset(6, deathSkillDataOffset.Value, 0); }
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public static void AddMaxHP(FlatBufferBuilder builder, long maxHP) { builder.AddLong(7, maxHP, 0); }
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public static void AddAttackPower(FlatBufferBuilder builder, long attackPower) { builder.AddLong(8, attackPower, 0); }
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public static void AddDefensePower(FlatBufferBuilder builder, long defensePower) { builder.AddLong(9, defensePower, 0); }
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public static void AddCriticalRate(FlatBufferBuilder builder, long criticalRate) { builder.AddLong(10, criticalRate, 0); }
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public static void AddCriticalDamageRate(FlatBufferBuilder builder, long criticalDamageRate) { builder.AddLong(11, criticalDamageRate, 0); }
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public static void AddAttackRange(FlatBufferBuilder builder, long attackRange) { builder.AddLong(12, attackRange, 0); }
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public static void AddMoveSpeed(FlatBufferBuilder builder, long moveSpeed) { builder.AddLong(13, moveSpeed, 0); }
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public static void AddShotTime(FlatBufferBuilder builder, long shotTime) { builder.AddLong(14, shotTime, 0); }
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public static void AddIsBoss(FlatBufferBuilder builder, bool isBoss) { builder.AddBool(15, isBoss, false); }
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public static void AddScale(FlatBufferBuilder builder, float scale) { builder.AddFloat(16, scale, 0.0f); }
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public static void AddIgnoreObstacleCheck(FlatBufferBuilder builder, bool ignoreObstacleCheck) { builder.AddBool(17, ignoreObstacleCheck, false); }
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public static void AddCharacterVoiceGroupId(FlatBufferBuilder builder, long characterVoiceGroupId) { builder.AddLong(18, characterVoiceGroupId, 0); }
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public static Offset<SCHALE.Common.FlatData.MiniGameShootingCharacterExcel> EndMiniGameShootingCharacterExcel(FlatBufferBuilder builder) {
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int o = builder.EndTable();
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return new Offset<SCHALE.Common.FlatData.MiniGameShootingCharacterExcel>(o);
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}
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public MiniGameShootingCharacterExcelT UnPack() {
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var _o = new MiniGameShootingCharacterExcelT();
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this.UnPackTo(_o);
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return _o;
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}
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public void UnPackTo(MiniGameShootingCharacterExcelT _o) {
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byte[] key = TableEncryptionService.CreateKey("MiniGameShootingCharacter");
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_o.UniqueId = TableEncryptionService.Convert(this.UniqueId, key);
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_o.SpineResourceName = TableEncryptionService.Convert(this.SpineResourceName, key);
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_o.BodyRadius = TableEncryptionService.Convert(this.BodyRadius, key);
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_o.ModelPrefabName = TableEncryptionService.Convert(this.ModelPrefabName, key);
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_o.NormalAttackSkillData = TableEncryptionService.Convert(this.NormalAttackSkillData, key);
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_o.PublicSkillData = new List<string>();
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for (var _j = 0; _j < this.PublicSkillDataLength; ++_j) {_o.PublicSkillData.Add(TableEncryptionService.Convert(this.PublicSkillData(_j), key));}
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_o.DeathSkillData = TableEncryptionService.Convert(this.DeathSkillData, key);
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_o.MaxHP = TableEncryptionService.Convert(this.MaxHP, key);
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_o.AttackPower = TableEncryptionService.Convert(this.AttackPower, key);
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_o.DefensePower = TableEncryptionService.Convert(this.DefensePower, key);
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_o.CriticalRate = TableEncryptionService.Convert(this.CriticalRate, key);
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_o.CriticalDamageRate = TableEncryptionService.Convert(this.CriticalDamageRate, key);
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_o.AttackRange = TableEncryptionService.Convert(this.AttackRange, key);
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_o.MoveSpeed = TableEncryptionService.Convert(this.MoveSpeed, key);
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_o.ShotTime = TableEncryptionService.Convert(this.ShotTime, key);
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_o.IsBoss = TableEncryptionService.Convert(this.IsBoss, key);
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_o.Scale = TableEncryptionService.Convert(this.Scale, key);
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_o.IgnoreObstacleCheck = TableEncryptionService.Convert(this.IgnoreObstacleCheck, key);
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_o.CharacterVoiceGroupId = TableEncryptionService.Convert(this.CharacterVoiceGroupId, key);
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}
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public static Offset<SCHALE.Common.FlatData.MiniGameShootingCharacterExcel> Pack(FlatBufferBuilder builder, MiniGameShootingCharacterExcelT _o) {
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if (_o == null) return default(Offset<SCHALE.Common.FlatData.MiniGameShootingCharacterExcel>);
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var _SpineResourceName = _o.SpineResourceName == null ? default(StringOffset) : builder.CreateString(_o.SpineResourceName);
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var _ModelPrefabName = _o.ModelPrefabName == null ? default(StringOffset) : builder.CreateString(_o.ModelPrefabName);
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var _NormalAttackSkillData = _o.NormalAttackSkillData == null ? default(StringOffset) : builder.CreateString(_o.NormalAttackSkillData);
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var _PublicSkillData = default(VectorOffset);
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if (_o.PublicSkillData != null) {
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var __PublicSkillData = new StringOffset[_o.PublicSkillData.Count];
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for (var _j = 0; _j < __PublicSkillData.Length; ++_j) { __PublicSkillData[_j] = builder.CreateString(_o.PublicSkillData[_j]); }
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_PublicSkillData = CreatePublicSkillDataVector(builder, __PublicSkillData);
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}
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var _DeathSkillData = _o.DeathSkillData == null ? default(StringOffset) : builder.CreateString(_o.DeathSkillData);
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return CreateMiniGameShootingCharacterExcel(
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builder,
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_o.UniqueId,
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_SpineResourceName,
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_o.BodyRadius,
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_ModelPrefabName,
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_NormalAttackSkillData,
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_PublicSkillData,
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_DeathSkillData,
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_o.MaxHP,
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_o.AttackPower,
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_o.DefensePower,
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_o.CriticalRate,
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_o.CriticalDamageRate,
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_o.AttackRange,
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_o.MoveSpeed,
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_o.ShotTime,
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_o.IsBoss,
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_o.Scale,
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_o.IgnoreObstacleCheck,
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_o.CharacterVoiceGroupId);
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}
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}
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public class MiniGameShootingCharacterExcelT
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{
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public long UniqueId { get; set; }
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public string SpineResourceName { get; set; }
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public float BodyRadius { get; set; }
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public string ModelPrefabName { get; set; }
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public string NormalAttackSkillData { get; set; }
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public List<string> PublicSkillData { get; set; }
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public string DeathSkillData { get; set; }
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public long MaxHP { get; set; }
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public long AttackPower { get; set; }
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public long DefensePower { get; set; }
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public long CriticalRate { get; set; }
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public long CriticalDamageRate { get; set; }
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public long AttackRange { get; set; }
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public long MoveSpeed { get; set; }
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public long ShotTime { get; set; }
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public bool IsBoss { get; set; }
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public float Scale { get; set; }
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public bool IgnoreObstacleCheck { get; set; }
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public long CharacterVoiceGroupId { get; set; }
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public MiniGameShootingCharacterExcelT() {
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this.UniqueId = 0;
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this.SpineResourceName = null;
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this.BodyRadius = 0.0f;
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this.ModelPrefabName = null;
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this.NormalAttackSkillData = null;
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this.PublicSkillData = null;
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this.DeathSkillData = null;
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this.MaxHP = 0;
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this.AttackPower = 0;
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this.DefensePower = 0;
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this.CriticalRate = 0;
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this.CriticalDamageRate = 0;
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this.AttackRange = 0;
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this.MoveSpeed = 0;
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this.ShotTime = 0;
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this.IsBoss = false;
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this.Scale = 0.0f;
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this.IgnoreObstacleCheck = false;
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this.CharacterVoiceGroupId = 0;
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}
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}
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static public class MiniGameShootingCharacterExcelVerify
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{
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static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos)
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{
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return verifier.VerifyTableStart(tablePos)
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&& verifier.VerifyField(tablePos, 4 /*UniqueId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyString(tablePos, 6 /*SpineResourceName*/, false)
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&& verifier.VerifyField(tablePos, 8 /*BodyRadius*/, 4 /*float*/, 4, false)
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&& verifier.VerifyString(tablePos, 10 /*ModelPrefabName*/, false)
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&& verifier.VerifyString(tablePos, 12 /*NormalAttackSkillData*/, false)
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&& verifier.VerifyVectorOfStrings(tablePos, 14 /*PublicSkillData*/, false)
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&& verifier.VerifyString(tablePos, 16 /*DeathSkillData*/, false)
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&& verifier.VerifyField(tablePos, 18 /*MaxHP*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 20 /*AttackPower*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 22 /*DefensePower*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 24 /*CriticalRate*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 26 /*CriticalDamageRate*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 28 /*AttackRange*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 30 /*MoveSpeed*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 32 /*ShotTime*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 34 /*IsBoss*/, 1 /*bool*/, 1, false)
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&& verifier.VerifyField(tablePos, 36 /*Scale*/, 4 /*float*/, 4, false)
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&& verifier.VerifyField(tablePos, 38 /*IgnoreObstacleCheck*/, 1 /*bool*/, 1, false)
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&& verifier.VerifyField(tablePos, 40 /*CharacterVoiceGroupId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyTableEnd(tablePos);
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}
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}
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}
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