SCHALE.GameServer/SCHALE.Common/FlatData/MiniGameShootingCharacterEx...

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