forked from Raphael/SCHALE.GameServer
102 lines
6.8 KiB
C#
102 lines
6.8 KiB
C#
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// <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::Google.FlatBuffers;
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public struct ConstMiniGameShootingExcel : 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 ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb) { return GetRootAsConstMiniGameShootingExcel(_bb, new ConstMiniGameShootingExcel()); }
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public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb, ConstMiniGameShootingExcel 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 ConstMiniGameShootingExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public long NormalStageId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public int NormalSectionCount { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public long HardStageId { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public int HardSectionCount { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
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public long LeftPlayerCharacterId { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long RightPlayerCharacterId { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public long HiddenPlayerCharacterId { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
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public float CameraSmoothTime { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
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public string SpawnEffectPath { get { int o = __p.__offset(20); 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> GetSpawnEffectPathBytes() { return __p.__vector_as_span<byte>(20, 1); }
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#else
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public ArraySegment<byte>? GetSpawnEffectPathBytes() { return __p.__vector_as_arraysegment(20); }
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#endif
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public byte[] GetSpawnEffectPathArray() { return __p.__vector_as_array<byte>(20); }
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public float WaitTimeAfterSpawn { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
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public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> CreateConstMiniGameShootingExcel(FlatBufferBuilder builder,
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long NormalStageId = 0,
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int NormalSectionCount = 0,
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long HardStageId = 0,
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int HardSectionCount = 0,
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long LeftPlayerCharacterId = 0,
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long RightPlayerCharacterId = 0,
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long HiddenPlayerCharacterId = 0,
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float CameraSmoothTime = 0.0f,
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StringOffset SpawnEffectPathOffset = default(StringOffset),
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float WaitTimeAfterSpawn = 0.0f) {
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builder.StartTable(10);
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ConstMiniGameShootingExcel.AddHiddenPlayerCharacterId(builder, HiddenPlayerCharacterId);
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ConstMiniGameShootingExcel.AddRightPlayerCharacterId(builder, RightPlayerCharacterId);
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ConstMiniGameShootingExcel.AddLeftPlayerCharacterId(builder, LeftPlayerCharacterId);
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ConstMiniGameShootingExcel.AddHardStageId(builder, HardStageId);
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ConstMiniGameShootingExcel.AddNormalStageId(builder, NormalStageId);
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ConstMiniGameShootingExcel.AddWaitTimeAfterSpawn(builder, WaitTimeAfterSpawn);
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ConstMiniGameShootingExcel.AddSpawnEffectPath(builder, SpawnEffectPathOffset);
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ConstMiniGameShootingExcel.AddCameraSmoothTime(builder, CameraSmoothTime);
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ConstMiniGameShootingExcel.AddHardSectionCount(builder, HardSectionCount);
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ConstMiniGameShootingExcel.AddNormalSectionCount(builder, NormalSectionCount);
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return ConstMiniGameShootingExcel.EndConstMiniGameShootingExcel(builder);
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}
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public static void StartConstMiniGameShootingExcel(FlatBufferBuilder builder) { builder.StartTable(10); }
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public static void AddNormalStageId(FlatBufferBuilder builder, long normalStageId) { builder.AddLong(0, normalStageId, 0); }
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public static void AddNormalSectionCount(FlatBufferBuilder builder, int normalSectionCount) { builder.AddInt(1, normalSectionCount, 0); }
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public static void AddHardStageId(FlatBufferBuilder builder, long hardStageId) { builder.AddLong(2, hardStageId, 0); }
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public static void AddHardSectionCount(FlatBufferBuilder builder, int hardSectionCount) { builder.AddInt(3, hardSectionCount, 0); }
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public static void AddLeftPlayerCharacterId(FlatBufferBuilder builder, long leftPlayerCharacterId) { builder.AddLong(4, leftPlayerCharacterId, 0); }
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public static void AddRightPlayerCharacterId(FlatBufferBuilder builder, long rightPlayerCharacterId) { builder.AddLong(5, rightPlayerCharacterId, 0); }
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public static void AddHiddenPlayerCharacterId(FlatBufferBuilder builder, long hiddenPlayerCharacterId) { builder.AddLong(6, hiddenPlayerCharacterId, 0); }
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public static void AddCameraSmoothTime(FlatBufferBuilder builder, float cameraSmoothTime) { builder.AddFloat(7, cameraSmoothTime, 0.0f); }
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public static void AddSpawnEffectPath(FlatBufferBuilder builder, StringOffset spawnEffectPathOffset) { builder.AddOffset(8, spawnEffectPathOffset.Value, 0); }
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public static void AddWaitTimeAfterSpawn(FlatBufferBuilder builder, float waitTimeAfterSpawn) { builder.AddFloat(9, waitTimeAfterSpawn, 0.0f); }
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public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> EndConstMiniGameShootingExcel(FlatBufferBuilder builder) {
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int o = builder.EndTable();
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return new Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel>(o);
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}
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}
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static public class ConstMiniGameShootingExcelVerify
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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 /*NormalStageId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 6 /*NormalSectionCount*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 8 /*HardStageId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 10 /*HardSectionCount*/, 4 /*int*/, 4, false)
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&& verifier.VerifyField(tablePos, 12 /*LeftPlayerCharacterId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 14 /*RightPlayerCharacterId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 16 /*HiddenPlayerCharacterId*/, 8 /*long*/, 8, false)
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&& verifier.VerifyField(tablePos, 18 /*CameraSmoothTime*/, 4 /*float*/, 4, false)
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&& verifier.VerifyString(tablePos, 20 /*SpawnEffectPath*/, false)
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&& verifier.VerifyField(tablePos, 22 /*WaitTimeAfterSpawn*/, 4 /*float*/, 4, false)
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&& verifier.VerifyTableEnd(tablePos);
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}
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}
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}
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