// // automatically generated by the FlatBuffers compiler, do not modify // 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 GetSpineResourceNameBytes() { return __p.__vector_as_span(6, 1); } #else public ArraySegment? GetSpineResourceNameBytes() { return __p.__vector_as_arraysegment(6); } #endif public byte[] GetSpineResourceNameArray() { return __p.__vector_as_array(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 GetModelPrefabNameBytes() { return __p.__vector_as_span(10, 1); } #else public ArraySegment? GetModelPrefabNameBytes() { return __p.__vector_as_arraysegment(10); } #endif public byte[] GetModelPrefabNameArray() { return __p.__vector_as_array(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 GetNormalAttackSkillDataBytes() { return __p.__vector_as_span(12, 1); } #else public ArraySegment? GetNormalAttackSkillDataBytes() { return __p.__vector_as_arraysegment(12); } #endif public byte[] GetNormalAttackSkillDataArray() { return __p.__vector_as_array(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 GetDeathSkillDataBytes() { return __p.__vector_as_span(16, 1); } #else public ArraySegment? GetDeathSkillDataBytes() { return __p.__vector_as_arraysegment(16); } #endif public byte[] GetDeathSkillDataArray() { return __p.__vector_as_array(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 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 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(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 EndMiniGameShootingCharacterExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(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(); 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 Pack(FlatBufferBuilder builder, MiniGameShootingCharacterExcelT _o) { if (_o == null) return default(Offset); 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 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); } } }