SCHALE.GameServer/SCHALE.Common/FlatData/ConstMiniGameShootingExcel.cs

102 lines
6.8 KiB
C#
Raw Normal View History

2024-04-21 00:21:57 +00:00
// <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::Google.FlatBuffers;
public struct ConstMiniGameShootingExcel : IFlatbufferObject
{
private Table __p;
public ByteBuffer ByteBuffer { get { return __p.bb; } }
public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); }
public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb) { return GetRootAsConstMiniGameShootingExcel(_bb, new ConstMiniGameShootingExcel()); }
public static ConstMiniGameShootingExcel GetRootAsConstMiniGameShootingExcel(ByteBuffer _bb, ConstMiniGameShootingExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); }
public ConstMiniGameShootingExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
public long NormalStageId { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public int NormalSectionCount { get { int o = __p.__offset(6); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public long HardStageId { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public int HardSectionCount { get { int o = __p.__offset(10); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } }
public long LeftPlayerCharacterId { get { int o = __p.__offset(12); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public long RightPlayerCharacterId { get { int o = __p.__offset(14); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public long HiddenPlayerCharacterId { get { int o = __p.__offset(16); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } }
public float CameraSmoothTime { get { int o = __p.__offset(18); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public string SpawnEffectPath { get { int o = __p.__offset(20); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } }
#if ENABLE_SPAN_T
public Span<byte> GetSpawnEffectPathBytes() { return __p.__vector_as_span<byte>(20, 1); }
#else
public ArraySegment<byte>? GetSpawnEffectPathBytes() { return __p.__vector_as_arraysegment(20); }
#endif
public byte[] GetSpawnEffectPathArray() { return __p.__vector_as_array<byte>(20); }
public float WaitTimeAfterSpawn { get { int o = __p.__offset(22); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } }
public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> CreateConstMiniGameShootingExcel(FlatBufferBuilder builder,
long NormalStageId = 0,
int NormalSectionCount = 0,
long HardStageId = 0,
int HardSectionCount = 0,
long LeftPlayerCharacterId = 0,
long RightPlayerCharacterId = 0,
long HiddenPlayerCharacterId = 0,
float CameraSmoothTime = 0.0f,
StringOffset SpawnEffectPathOffset = default(StringOffset),
float WaitTimeAfterSpawn = 0.0f) {
builder.StartTable(10);
ConstMiniGameShootingExcel.AddHiddenPlayerCharacterId(builder, HiddenPlayerCharacterId);
ConstMiniGameShootingExcel.AddRightPlayerCharacterId(builder, RightPlayerCharacterId);
ConstMiniGameShootingExcel.AddLeftPlayerCharacterId(builder, LeftPlayerCharacterId);
ConstMiniGameShootingExcel.AddHardStageId(builder, HardStageId);
ConstMiniGameShootingExcel.AddNormalStageId(builder, NormalStageId);
ConstMiniGameShootingExcel.AddWaitTimeAfterSpawn(builder, WaitTimeAfterSpawn);
ConstMiniGameShootingExcel.AddSpawnEffectPath(builder, SpawnEffectPathOffset);
ConstMiniGameShootingExcel.AddCameraSmoothTime(builder, CameraSmoothTime);
ConstMiniGameShootingExcel.AddHardSectionCount(builder, HardSectionCount);
ConstMiniGameShootingExcel.AddNormalSectionCount(builder, NormalSectionCount);
return ConstMiniGameShootingExcel.EndConstMiniGameShootingExcel(builder);
}
public static void StartConstMiniGameShootingExcel(FlatBufferBuilder builder) { builder.StartTable(10); }
public static void AddNormalStageId(FlatBufferBuilder builder, long normalStageId) { builder.AddLong(0, normalStageId, 0); }
public static void AddNormalSectionCount(FlatBufferBuilder builder, int normalSectionCount) { builder.AddInt(1, normalSectionCount, 0); }
public static void AddHardStageId(FlatBufferBuilder builder, long hardStageId) { builder.AddLong(2, hardStageId, 0); }
public static void AddHardSectionCount(FlatBufferBuilder builder, int hardSectionCount) { builder.AddInt(3, hardSectionCount, 0); }
public static void AddLeftPlayerCharacterId(FlatBufferBuilder builder, long leftPlayerCharacterId) { builder.AddLong(4, leftPlayerCharacterId, 0); }
public static void AddRightPlayerCharacterId(FlatBufferBuilder builder, long rightPlayerCharacterId) { builder.AddLong(5, rightPlayerCharacterId, 0); }
public static void AddHiddenPlayerCharacterId(FlatBufferBuilder builder, long hiddenPlayerCharacterId) { builder.AddLong(6, hiddenPlayerCharacterId, 0); }
public static void AddCameraSmoothTime(FlatBufferBuilder builder, float cameraSmoothTime) { builder.AddFloat(7, cameraSmoothTime, 0.0f); }
public static void AddSpawnEffectPath(FlatBufferBuilder builder, StringOffset spawnEffectPathOffset) { builder.AddOffset(8, spawnEffectPathOffset.Value, 0); }
public static void AddWaitTimeAfterSpawn(FlatBufferBuilder builder, float waitTimeAfterSpawn) { builder.AddFloat(9, waitTimeAfterSpawn, 0.0f); }
public static Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel> EndConstMiniGameShootingExcel(FlatBufferBuilder builder) {
int o = builder.EndTable();
return new Offset<SCHALE.Common.FlatData.ConstMiniGameShootingExcel>(o);
}
}
static public class ConstMiniGameShootingExcelVerify
{
static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos)
{
return verifier.VerifyTableStart(tablePos)
&& verifier.VerifyField(tablePos, 4 /*NormalStageId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 6 /*NormalSectionCount*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 8 /*HardStageId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 10 /*HardSectionCount*/, 4 /*int*/, 4, false)
&& verifier.VerifyField(tablePos, 12 /*LeftPlayerCharacterId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 14 /*RightPlayerCharacterId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 16 /*HiddenPlayerCharacterId*/, 8 /*long*/, 8, false)
&& verifier.VerifyField(tablePos, 18 /*CameraSmoothTime*/, 4 /*float*/, 4, false)
&& verifier.VerifyString(tablePos, 20 /*SpawnEffectPath*/, false)
&& verifier.VerifyField(tablePos, 22 /*WaitTimeAfterSpawn*/, 4 /*float*/, 4, false)
&& verifier.VerifyTableEnd(tablePos);
}
}
}