// // 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 CharacterExcel : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_24_3_25(); } public static CharacterExcel GetRootAsCharacterExcel(ByteBuffer _bb) { return GetRootAsCharacterExcel(_bb, new CharacterExcel()); } public static CharacterExcel GetRootAsCharacterExcel(ByteBuffer _bb, CharacterExcel obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); } public CharacterExcel __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public long Id { get { int o = __p.__offset(4); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public string DevName { get { int o = __p.__offset(6); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetDevNameBytes() { return __p.__vector_as_span(6, 1); } #else public ArraySegment? GetDevNameBytes() { return __p.__vector_as_arraysegment(6); } #endif public byte[] GetDevNameArray() { return __p.__vector_as_array(6); } public long CostumeGroupId { get { int o = __p.__offset(8); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public bool IsPlayable { get { int o = __p.__offset(10); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public SCHALE.Common.FlatData.ProductionStep ProductionStep { get { int o = __p.__offset(12); return o != 0 ? (SCHALE.Common.FlatData.ProductionStep)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.ProductionStep.ToDo; } } public bool CollectionVisible { get { int o = __p.__offset(14); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public string ReleaseDate { get { int o = __p.__offset(16); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetReleaseDateBytes() { return __p.__vector_as_span(16, 1); } #else public ArraySegment? GetReleaseDateBytes() { return __p.__vector_as_arraysegment(16); } #endif public byte[] GetReleaseDateArray() { return __p.__vector_as_array(16); } public string CollectionVisibleStartDate { get { int o = __p.__offset(18); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetCollectionVisibleStartDateBytes() { return __p.__vector_as_span(18, 1); } #else public ArraySegment? GetCollectionVisibleStartDateBytes() { return __p.__vector_as_arraysegment(18); } #endif public byte[] GetCollectionVisibleStartDateArray() { return __p.__vector_as_array(18); } public string CollectionVisibleEndDate { get { int o = __p.__offset(20); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetCollectionVisibleEndDateBytes() { return __p.__vector_as_span(20, 1); } #else public ArraySegment? GetCollectionVisibleEndDateBytes() { return __p.__vector_as_arraysegment(20); } #endif public byte[] GetCollectionVisibleEndDateArray() { return __p.__vector_as_array(20); } public bool IsPlayableCharacter { get { int o = __p.__offset(22); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public uint LocalizeEtcId { get { int o = __p.__offset(24); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } } public SCHALE.Common.FlatData.Rarity Rarity { get { int o = __p.__offset(26); return o != 0 ? (SCHALE.Common.FlatData.Rarity)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.Rarity.N; } } public bool IsNpc { get { int o = __p.__offset(28); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public SCHALE.Common.FlatData.TacticEntityType TacticEntityType { get { int o = __p.__offset(30); return o != 0 ? (SCHALE.Common.FlatData.TacticEntityType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticEntityType.None; } } public bool CanSurvive { get { int o = __p.__offset(32); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool IsDummy { get { int o = __p.__offset(34); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public int SubPartsCount { get { int o = __p.__offset(36); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public SCHALE.Common.FlatData.TacticRole TacticRole { get { int o = __p.__offset(38); return o != 0 ? (SCHALE.Common.FlatData.TacticRole)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticRole.None; } } public SCHALE.Common.FlatData.WeaponType WeaponType { get { int o = __p.__offset(40); return o != 0 ? (SCHALE.Common.FlatData.WeaponType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.WeaponType.None; } } public SCHALE.Common.FlatData.TacticRange TacticRange { get { int o = __p.__offset(42); return o != 0 ? (SCHALE.Common.FlatData.TacticRange)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.TacticRange.Back; } } public SCHALE.Common.FlatData.BulletType BulletType { get { int o = __p.__offset(44); return o != 0 ? (SCHALE.Common.FlatData.BulletType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.BulletType.Normal; } } public SCHALE.Common.FlatData.ArmorType ArmorType { get { int o = __p.__offset(46); return o != 0 ? (SCHALE.Common.FlatData.ArmorType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.ArmorType.LightArmor; } } public SCHALE.Common.FlatData.AimIKType AimIkType { get { int o = __p.__offset(48); return o != 0 ? (SCHALE.Common.FlatData.AimIKType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.AimIKType.None; } } public SCHALE.Common.FlatData.School School { get { int o = __p.__offset(50); return o != 0 ? (SCHALE.Common.FlatData.School)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.School.None; } } public SCHALE.Common.FlatData.Club Club { get { int o = __p.__offset(52); return o != 0 ? (SCHALE.Common.FlatData.Club)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.Club.None; } } public int DefaultStarGrade { get { int o = __p.__offset(54); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int MaxStarGrade { get { int o = __p.__offset(56); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public SCHALE.Common.FlatData.StatLevelUpType StatLevelUpType { get { int o = __p.__offset(58); return o != 0 ? (SCHALE.Common.FlatData.StatLevelUpType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.StatLevelUpType.Standard; } } public SCHALE.Common.FlatData.SquadType SquadType { get { int o = __p.__offset(60); return o != 0 ? (SCHALE.Common.FlatData.SquadType)__p.bb.GetInt(o + __p.bb_pos) : SCHALE.Common.FlatData.SquadType.None; } } public bool Jumpable { get { int o = __p.__offset(62); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public long PersonalityId { get { int o = __p.__offset(64); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long CharacterAiId { get { int o = __p.__offset(66); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long ExternalBtId { get { int o = __p.__offset(68); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long MainCombatStyleId { get { int o = __p.__offset(70); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int CombatStyleIndex { get { int o = __p.__offset(72); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public string ScenarioCharacter { get { int o = __p.__offset(74); return o != 0 ? __p.__string(o + __p.bb_pos) : null; } } #if ENABLE_SPAN_T public Span GetScenarioCharacterBytes() { return __p.__vector_as_span(74, 1); } #else public ArraySegment? GetScenarioCharacterBytes() { return __p.__vector_as_arraysegment(74); } #endif public byte[] GetScenarioCharacterArray() { return __p.__vector_as_array(74); } public uint SpawnTemplateId { get { int o = __p.__offset(76); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } } public int FavorLevelupType { get { int o = __p.__offset(78); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public SCHALE.Common.FlatData.EquipmentCategory EquipmentSlot(int j) { int o = __p.__offset(80); return o != 0 ? (SCHALE.Common.FlatData.EquipmentCategory)__p.bb.GetInt(__p.__vector(o) + j * 4) : (SCHALE.Common.FlatData.EquipmentCategory)0; } public int EquipmentSlotLength { get { int o = __p.__offset(80); return o != 0 ? __p.__vector_len(o) : 0; } } #if ENABLE_SPAN_T public Span GetEquipmentSlotBytes() { return __p.__vector_as_span(80, 4); } #else public ArraySegment? GetEquipmentSlotBytes() { return __p.__vector_as_arraysegment(80); } #endif public SCHALE.Common.FlatData.EquipmentCategory[] GetEquipmentSlotArray() { int o = __p.__offset(80); if (o == 0) return null; int p = __p.__vector(o); int l = __p.__vector_len(o); SCHALE.Common.FlatData.EquipmentCategory[] a = new SCHALE.Common.FlatData.EquipmentCategory[l]; for (int i = 0; i < l; i++) { a[i] = (SCHALE.Common.FlatData.EquipmentCategory)__p.bb.GetInt(p + i * 4); } return a; } public uint WeaponLocalizeId { get { int o = __p.__offset(82); return o != 0 ? __p.bb.GetUint(o + __p.bb_pos) : (uint)0; } } public bool DisplayEnemyInfo { get { int o = __p.__offset(84); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public long BodyRadius { get { int o = __p.__offset(86); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public long RandomEffectRadius { get { int o = __p.__offset(88); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public bool HpBarHide { get { int o = __p.__offset(90); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public float HpBarHeight { get { int o = __p.__offset(92); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public float HighlightFloaterHeight { get { int o = __p.__offset(94); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public float EmojiOffsetX { get { int o = __p.__offset(96); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public float EmojiOffsetY { get { int o = __p.__offset(98); return o != 0 ? __p.bb.GetFloat(o + __p.bb_pos) : (float)0.0f; } } public int MoveStartFrame { get { int o = __p.__offset(100); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int MoveEndFrame { get { int o = __p.__offset(102); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int JumpMotionFrame { get { int o = __p.__offset(104); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public int AppearFrame { get { int o = __p.__offset(106); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public bool CanMove { get { int o = __p.__offset(108); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool CanFix { get { int o = __p.__offset(110); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool CanCrowdControl { get { int o = __p.__offset(112); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool CanBattleItemMove { get { int o = __p.__offset(114); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public bool IsAirUnit { get { int o = __p.__offset(116); return o != 0 ? 0 != __p.bb.Get(o + __p.bb_pos) : (bool)false; } } public long AirUnitHeight { get { int o = __p.__offset(118); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public SCHALE.Common.FlatData.Tag Tags(int j) { int o = __p.__offset(120); return o != 0 ? (SCHALE.Common.FlatData.Tag)__p.bb.GetInt(__p.__vector(o) + j * 4) : (SCHALE.Common.FlatData.Tag)0; } public int TagsLength { get { int o = __p.__offset(120); return o != 0 ? __p.__vector_len(o) : 0; } } #if ENABLE_SPAN_T public Span GetTagsBytes() { return __p.__vector_as_span(120, 4); } #else public ArraySegment? GetTagsBytes() { return __p.__vector_as_arraysegment(120); } #endif public SCHALE.Common.FlatData.Tag[] GetTagsArray() { int o = __p.__offset(120); if (o == 0) return null; int p = __p.__vector(o); int l = __p.__vector_len(o); SCHALE.Common.FlatData.Tag[] a = new SCHALE.Common.FlatData.Tag[l]; for (int i = 0; i < l; i++) { a[i] = (SCHALE.Common.FlatData.Tag)__p.bb.GetInt(p + i * 4); } return a; } public long SecretStoneItemId { get { int o = __p.__offset(122); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int SecretStoneItemAmount { get { int o = __p.__offset(124); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public long CharacterPieceItemId { get { int o = __p.__offset(126); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public int CharacterPieceItemAmount { get { int o = __p.__offset(128); return o != 0 ? __p.bb.GetInt(o + __p.bb_pos) : (int)0; } } public long CombineRecipeId { get { int o = __p.__offset(130); return o != 0 ? __p.bb.GetLong(o + __p.bb_pos) : (long)0; } } public static Offset CreateCharacterExcel(FlatBufferBuilder builder, long id = 0, StringOffset dev_nameOffset = default(StringOffset), long costume_group_id = 0, bool is_playable = false, SCHALE.Common.FlatData.ProductionStep production_step = SCHALE.Common.FlatData.ProductionStep.ToDo, bool collection_visible = false, StringOffset release_dateOffset = default(StringOffset), StringOffset collection_visible_start_dateOffset = default(StringOffset), StringOffset collection_visible_end_dateOffset = default(StringOffset), bool is_playable_character = false, uint localize_etc_id = 0, SCHALE.Common.FlatData.Rarity rarity = SCHALE.Common.FlatData.Rarity.N, bool is_npc = false, SCHALE.Common.FlatData.TacticEntityType tactic_entity_type = SCHALE.Common.FlatData.TacticEntityType.None, bool can_survive = false, bool is_dummy = false, int sub_parts_count = 0, SCHALE.Common.FlatData.TacticRole tactic_role = SCHALE.Common.FlatData.TacticRole.None, SCHALE.Common.FlatData.WeaponType weapon_type = SCHALE.Common.FlatData.WeaponType.None, SCHALE.Common.FlatData.TacticRange tactic_range = SCHALE.Common.FlatData.TacticRange.Back, SCHALE.Common.FlatData.BulletType bullet_type = SCHALE.Common.FlatData.BulletType.Normal, SCHALE.Common.FlatData.ArmorType armor_type = SCHALE.Common.FlatData.ArmorType.LightArmor, SCHALE.Common.FlatData.AimIKType aim_ik_type = SCHALE.Common.FlatData.AimIKType.None, SCHALE.Common.FlatData.School school = SCHALE.Common.FlatData.School.None, SCHALE.Common.FlatData.Club club = SCHALE.Common.FlatData.Club.None, int default_star_grade = 0, int max_star_grade = 0, SCHALE.Common.FlatData.StatLevelUpType stat_level_up_type = SCHALE.Common.FlatData.StatLevelUpType.Standard, SCHALE.Common.FlatData.SquadType squad_type = SCHALE.Common.FlatData.SquadType.None, bool jumpable = false, long personality_id = 0, long character_ai_id = 0, long external_bt_id = 0, long main_combat_style_id = 0, int combat_style_index = 0, StringOffset scenario_characterOffset = default(StringOffset), uint spawn_template_id = 0, int favor_levelup_type = 0, VectorOffset equipment_slotOffset = default(VectorOffset), uint weapon_localize_id = 0, bool display_enemy_info = false, long body_radius = 0, long random_effect_radius = 0, bool hp_bar_hide = false, float hp_bar_height = 0.0f, float highlight_floater_height = 0.0f, float emoji_offset_x = 0.0f, float emoji_offset_y = 0.0f, int move_start_frame = 0, int move_end_frame = 0, int jump_motion_frame = 0, int appear_frame = 0, bool can_move = false, bool can_fix = false, bool can_crowd_control = false, bool can_battle_item_move = false, bool is_air_unit = false, long air_unit_height = 0, VectorOffset tagsOffset = default(VectorOffset), long secret_stone_item_id = 0, int secret_stone_item_amount = 0, long character_piece_item_id = 0, int character_piece_item_amount = 0, long combine_recipe_id = 0) { builder.StartTable(64); CharacterExcel.AddCombineRecipeId(builder, combine_recipe_id); CharacterExcel.AddCharacterPieceItemId(builder, character_piece_item_id); CharacterExcel.AddSecretStoneItemId(builder, secret_stone_item_id); CharacterExcel.AddAirUnitHeight(builder, air_unit_height); CharacterExcel.AddRandomEffectRadius(builder, random_effect_radius); CharacterExcel.AddBodyRadius(builder, body_radius); CharacterExcel.AddMainCombatStyleId(builder, main_combat_style_id); CharacterExcel.AddExternalBtId(builder, external_bt_id); CharacterExcel.AddCharacterAiId(builder, character_ai_id); CharacterExcel.AddPersonalityId(builder, personality_id); CharacterExcel.AddCostumeGroupId(builder, costume_group_id); CharacterExcel.AddId(builder, id); CharacterExcel.AddCharacterPieceItemAmount(builder, character_piece_item_amount); CharacterExcel.AddSecretStoneItemAmount(builder, secret_stone_item_amount); CharacterExcel.AddTags(builder, tagsOffset); CharacterExcel.AddAppearFrame(builder, appear_frame); CharacterExcel.AddJumpMotionFrame(builder, jump_motion_frame); CharacterExcel.AddMoveEndFrame(builder, move_end_frame); CharacterExcel.AddMoveStartFrame(builder, move_start_frame); CharacterExcel.AddEmojiOffsetY(builder, emoji_offset_y); CharacterExcel.AddEmojiOffsetX(builder, emoji_offset_x); CharacterExcel.AddHighlightFloaterHeight(builder, highlight_floater_height); CharacterExcel.AddHpBarHeight(builder, hp_bar_height); CharacterExcel.AddWeaponLocalizeId(builder, weapon_localize_id); CharacterExcel.AddEquipmentSlot(builder, equipment_slotOffset); CharacterExcel.AddFavorLevelupType(builder, favor_levelup_type); CharacterExcel.AddSpawnTemplateId(builder, spawn_template_id); CharacterExcel.AddScenarioCharacter(builder, scenario_characterOffset); CharacterExcel.AddCombatStyleIndex(builder, combat_style_index); CharacterExcel.AddSquadType(builder, squad_type); CharacterExcel.AddStatLevelUpType(builder, stat_level_up_type); CharacterExcel.AddMaxStarGrade(builder, max_star_grade); CharacterExcel.AddDefaultStarGrade(builder, default_star_grade); CharacterExcel.AddClub(builder, club); CharacterExcel.AddSchool(builder, school); CharacterExcel.AddAimIkType(builder, aim_ik_type); CharacterExcel.AddArmorType(builder, armor_type); CharacterExcel.AddBulletType(builder, bullet_type); CharacterExcel.AddTacticRange(builder, tactic_range); CharacterExcel.AddWeaponType(builder, weapon_type); CharacterExcel.AddTacticRole(builder, tactic_role); CharacterExcel.AddSubPartsCount(builder, sub_parts_count); CharacterExcel.AddTacticEntityType(builder, tactic_entity_type); CharacterExcel.AddRarity(builder, rarity); CharacterExcel.AddLocalizeEtcId(builder, localize_etc_id); CharacterExcel.AddCollectionVisibleEndDate(builder, collection_visible_end_dateOffset); CharacterExcel.AddCollectionVisibleStartDate(builder, collection_visible_start_dateOffset); CharacterExcel.AddReleaseDate(builder, release_dateOffset); CharacterExcel.AddProductionStep(builder, production_step); CharacterExcel.AddDevName(builder, dev_nameOffset); CharacterExcel.AddIsAirUnit(builder, is_air_unit); CharacterExcel.AddCanBattleItemMove(builder, can_battle_item_move); CharacterExcel.AddCanCrowdControl(builder, can_crowd_control); CharacterExcel.AddCanFix(builder, can_fix); CharacterExcel.AddCanMove(builder, can_move); CharacterExcel.AddHpBarHide(builder, hp_bar_hide); CharacterExcel.AddDisplayEnemyInfo(builder, display_enemy_info); CharacterExcel.AddJumpable(builder, jumpable); CharacterExcel.AddIsDummy(builder, is_dummy); CharacterExcel.AddCanSurvive(builder, can_survive); CharacterExcel.AddIsNpc(builder, is_npc); CharacterExcel.AddIsPlayableCharacter(builder, is_playable_character); CharacterExcel.AddCollectionVisible(builder, collection_visible); CharacterExcel.AddIsPlayable(builder, is_playable); return CharacterExcel.EndCharacterExcel(builder); } public static void StartCharacterExcel(FlatBufferBuilder builder) { builder.StartTable(64); } public static void AddId(FlatBufferBuilder builder, long id) { builder.AddLong(0, id, 0); } public static void AddDevName(FlatBufferBuilder builder, StringOffset devNameOffset) { builder.AddOffset(1, devNameOffset.Value, 0); } public static void AddCostumeGroupId(FlatBufferBuilder builder, long costumeGroupId) { builder.AddLong(2, costumeGroupId, 0); } public static void AddIsPlayable(FlatBufferBuilder builder, bool isPlayable) { builder.AddBool(3, isPlayable, false); } public static void AddProductionStep(FlatBufferBuilder builder, SCHALE.Common.FlatData.ProductionStep productionStep) { builder.AddInt(4, (int)productionStep, 0); } public static void AddCollectionVisible(FlatBufferBuilder builder, bool collectionVisible) { builder.AddBool(5, collectionVisible, false); } public static void AddReleaseDate(FlatBufferBuilder builder, StringOffset releaseDateOffset) { builder.AddOffset(6, releaseDateOffset.Value, 0); } public static void AddCollectionVisibleStartDate(FlatBufferBuilder builder, StringOffset collectionVisibleStartDateOffset) { builder.AddOffset(7, collectionVisibleStartDateOffset.Value, 0); } public static void AddCollectionVisibleEndDate(FlatBufferBuilder builder, StringOffset collectionVisibleEndDateOffset) { builder.AddOffset(8, collectionVisibleEndDateOffset.Value, 0); } public static void AddIsPlayableCharacter(FlatBufferBuilder builder, bool isPlayableCharacter) { builder.AddBool(9, isPlayableCharacter, false); } public static void AddLocalizeEtcId(FlatBufferBuilder builder, uint localizeEtcId) { builder.AddUint(10, localizeEtcId, 0); } public static void AddRarity(FlatBufferBuilder builder, SCHALE.Common.FlatData.Rarity rarity) { builder.AddInt(11, (int)rarity, 0); } public static void AddIsNpc(FlatBufferBuilder builder, bool isNpc) { builder.AddBool(12, isNpc, false); } public static void AddTacticEntityType(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticEntityType tacticEntityType) { builder.AddInt(13, (int)tacticEntityType, 0); } public static void AddCanSurvive(FlatBufferBuilder builder, bool canSurvive) { builder.AddBool(14, canSurvive, false); } public static void AddIsDummy(FlatBufferBuilder builder, bool isDummy) { builder.AddBool(15, isDummy, false); } public static void AddSubPartsCount(FlatBufferBuilder builder, int subPartsCount) { builder.AddInt(16, subPartsCount, 0); } public static void AddTacticRole(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticRole tacticRole) { builder.AddInt(17, (int)tacticRole, 0); } public static void AddWeaponType(FlatBufferBuilder builder, SCHALE.Common.FlatData.WeaponType weaponType) { builder.AddInt(18, (int)weaponType, 0); } public static void AddTacticRange(FlatBufferBuilder builder, SCHALE.Common.FlatData.TacticRange tacticRange) { builder.AddInt(19, (int)tacticRange, 0); } public static void AddBulletType(FlatBufferBuilder builder, SCHALE.Common.FlatData.BulletType bulletType) { builder.AddInt(20, (int)bulletType, 0); } public static void AddArmorType(FlatBufferBuilder builder, SCHALE.Common.FlatData.ArmorType armorType) { builder.AddInt(21, (int)armorType, 0); } public static void AddAimIkType(FlatBufferBuilder builder, SCHALE.Common.FlatData.AimIKType aimIkType) { builder.AddInt(22, (int)aimIkType, 0); } public static void AddSchool(FlatBufferBuilder builder, SCHALE.Common.FlatData.School school) { builder.AddInt(23, (int)school, 0); } public static void AddClub(FlatBufferBuilder builder, SCHALE.Common.FlatData.Club club) { builder.AddInt(24, (int)club, 0); } public static void AddDefaultStarGrade(FlatBufferBuilder builder, int defaultStarGrade) { builder.AddInt(25, defaultStarGrade, 0); } public static void AddMaxStarGrade(FlatBufferBuilder builder, int maxStarGrade) { builder.AddInt(26, maxStarGrade, 0); } public static void AddStatLevelUpType(FlatBufferBuilder builder, SCHALE.Common.FlatData.StatLevelUpType statLevelUpType) { builder.AddInt(27, (int)statLevelUpType, 0); } public static void AddSquadType(FlatBufferBuilder builder, SCHALE.Common.FlatData.SquadType squadType) { builder.AddInt(28, (int)squadType, 0); } public static void AddJumpable(FlatBufferBuilder builder, bool jumpable) { builder.AddBool(29, jumpable, false); } public static void AddPersonalityId(FlatBufferBuilder builder, long personalityId) { builder.AddLong(30, personalityId, 0); } public static void AddCharacterAiId(FlatBufferBuilder builder, long characterAiId) { builder.AddLong(31, characterAiId, 0); } public static void AddExternalBtId(FlatBufferBuilder builder, long externalBtId) { builder.AddLong(32, externalBtId, 0); } public static void AddMainCombatStyleId(FlatBufferBuilder builder, long mainCombatStyleId) { builder.AddLong(33, mainCombatStyleId, 0); } public static void AddCombatStyleIndex(FlatBufferBuilder builder, int combatStyleIndex) { builder.AddInt(34, combatStyleIndex, 0); } public static void AddScenarioCharacter(FlatBufferBuilder builder, StringOffset scenarioCharacterOffset) { builder.AddOffset(35, scenarioCharacterOffset.Value, 0); } public static void AddSpawnTemplateId(FlatBufferBuilder builder, uint spawnTemplateId) { builder.AddUint(36, spawnTemplateId, 0); } public static void AddFavorLevelupType(FlatBufferBuilder builder, int favorLevelupType) { builder.AddInt(37, favorLevelupType, 0); } public static void AddEquipmentSlot(FlatBufferBuilder builder, VectorOffset equipmentSlotOffset) { builder.AddOffset(38, equipmentSlotOffset.Value, 0); } public static VectorOffset CreateEquipmentSlotVector(FlatBufferBuilder builder, SCHALE.Common.FlatData.EquipmentCategory[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddInt((int)data[i]); return builder.EndVector(); } public static VectorOffset CreateEquipmentSlotVectorBlock(FlatBufferBuilder builder, SCHALE.Common.FlatData.EquipmentCategory[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateEquipmentSlotVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateEquipmentSlotVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartEquipmentSlotVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static void AddWeaponLocalizeId(FlatBufferBuilder builder, uint weaponLocalizeId) { builder.AddUint(39, weaponLocalizeId, 0); } public static void AddDisplayEnemyInfo(FlatBufferBuilder builder, bool displayEnemyInfo) { builder.AddBool(40, displayEnemyInfo, false); } public static void AddBodyRadius(FlatBufferBuilder builder, long bodyRadius) { builder.AddLong(41, bodyRadius, 0); } public static void AddRandomEffectRadius(FlatBufferBuilder builder, long randomEffectRadius) { builder.AddLong(42, randomEffectRadius, 0); } public static void AddHpBarHide(FlatBufferBuilder builder, bool hpBarHide) { builder.AddBool(43, hpBarHide, false); } public static void AddHpBarHeight(FlatBufferBuilder builder, float hpBarHeight) { builder.AddFloat(44, hpBarHeight, 0.0f); } public static void AddHighlightFloaterHeight(FlatBufferBuilder builder, float highlightFloaterHeight) { builder.AddFloat(45, highlightFloaterHeight, 0.0f); } public static void AddEmojiOffsetX(FlatBufferBuilder builder, float emojiOffsetX) { builder.AddFloat(46, emojiOffsetX, 0.0f); } public static void AddEmojiOffsetY(FlatBufferBuilder builder, float emojiOffsetY) { builder.AddFloat(47, emojiOffsetY, 0.0f); } public static void AddMoveStartFrame(FlatBufferBuilder builder, int moveStartFrame) { builder.AddInt(48, moveStartFrame, 0); } public static void AddMoveEndFrame(FlatBufferBuilder builder, int moveEndFrame) { builder.AddInt(49, moveEndFrame, 0); } public static void AddJumpMotionFrame(FlatBufferBuilder builder, int jumpMotionFrame) { builder.AddInt(50, jumpMotionFrame, 0); } public static void AddAppearFrame(FlatBufferBuilder builder, int appearFrame) { builder.AddInt(51, appearFrame, 0); } public static void AddCanMove(FlatBufferBuilder builder, bool canMove) { builder.AddBool(52, canMove, false); } public static void AddCanFix(FlatBufferBuilder builder, bool canFix) { builder.AddBool(53, canFix, false); } public static void AddCanCrowdControl(FlatBufferBuilder builder, bool canCrowdControl) { builder.AddBool(54, canCrowdControl, false); } public static void AddCanBattleItemMove(FlatBufferBuilder builder, bool canBattleItemMove) { builder.AddBool(55, canBattleItemMove, false); } public static void AddIsAirUnit(FlatBufferBuilder builder, bool isAirUnit) { builder.AddBool(56, isAirUnit, false); } public static void AddAirUnitHeight(FlatBufferBuilder builder, long airUnitHeight) { builder.AddLong(57, airUnitHeight, 0); } public static void AddTags(FlatBufferBuilder builder, VectorOffset tagsOffset) { builder.AddOffset(58, tagsOffset.Value, 0); } public static VectorOffset CreateTagsVector(FlatBufferBuilder builder, SCHALE.Common.FlatData.Tag[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddInt((int)data[i]); return builder.EndVector(); } public static VectorOffset CreateTagsVectorBlock(FlatBufferBuilder builder, SCHALE.Common.FlatData.Tag[] data) { builder.StartVector(4, data.Length, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateTagsVectorBlock(FlatBufferBuilder builder, ArraySegment data) { builder.StartVector(4, data.Count, 4); builder.Add(data); return builder.EndVector(); } public static VectorOffset CreateTagsVectorBlock(FlatBufferBuilder builder, IntPtr dataPtr, int sizeInBytes) { builder.StartVector(1, sizeInBytes, 1); builder.Add(dataPtr, sizeInBytes); return builder.EndVector(); } public static void StartTagsVector(FlatBufferBuilder builder, int numElems) { builder.StartVector(4, numElems, 4); } public static void AddSecretStoneItemId(FlatBufferBuilder builder, long secretStoneItemId) { builder.AddLong(59, secretStoneItemId, 0); } public static void AddSecretStoneItemAmount(FlatBufferBuilder builder, int secretStoneItemAmount) { builder.AddInt(60, secretStoneItemAmount, 0); } public static void AddCharacterPieceItemId(FlatBufferBuilder builder, long characterPieceItemId) { builder.AddLong(61, characterPieceItemId, 0); } public static void AddCharacterPieceItemAmount(FlatBufferBuilder builder, int characterPieceItemAmount) { builder.AddInt(62, characterPieceItemAmount, 0); } public static void AddCombineRecipeId(FlatBufferBuilder builder, long combineRecipeId) { builder.AddLong(63, combineRecipeId, 0); } public static Offset EndCharacterExcel(FlatBufferBuilder builder) { int o = builder.EndTable(); return new Offset(o); } public CharacterExcelT UnPack() { var _o = new CharacterExcelT(); this.UnPackTo(_o); return _o; } public void UnPackTo(CharacterExcelT _o) { byte[] key = TableEncryptionService.CreateKey("Character"); _o.Id = TableEncryptionService.Convert(this.Id, key); _o.DevName = TableEncryptionService.Convert(this.DevName, key); _o.CostumeGroupId = TableEncryptionService.Convert(this.CostumeGroupId, key); _o.IsPlayable = TableEncryptionService.Convert(this.IsPlayable, key); _o.ProductionStep = TableEncryptionService.Convert(this.ProductionStep, key); _o.CollectionVisible = TableEncryptionService.Convert(this.CollectionVisible, key); _o.ReleaseDate = TableEncryptionService.Convert(this.ReleaseDate, key); _o.CollectionVisibleStartDate = TableEncryptionService.Convert(this.CollectionVisibleStartDate, key); _o.CollectionVisibleEndDate = TableEncryptionService.Convert(this.CollectionVisibleEndDate, key); _o.IsPlayableCharacter = TableEncryptionService.Convert(this.IsPlayableCharacter, key); _o.LocalizeEtcId = TableEncryptionService.Convert(this.LocalizeEtcId, key); _o.Rarity = TableEncryptionService.Convert(this.Rarity, key); _o.IsNpc = TableEncryptionService.Convert(this.IsNpc, key); _o.TacticEntityType = TableEncryptionService.Convert(this.TacticEntityType, key); _o.CanSurvive = TableEncryptionService.Convert(this.CanSurvive, key); _o.IsDummy = TableEncryptionService.Convert(this.IsDummy, key); _o.SubPartsCount = TableEncryptionService.Convert(this.SubPartsCount, key); _o.TacticRole = TableEncryptionService.Convert(this.TacticRole, key); _o.WeaponType = TableEncryptionService.Convert(this.WeaponType, key); _o.TacticRange = TableEncryptionService.Convert(this.TacticRange, key); _o.BulletType = TableEncryptionService.Convert(this.BulletType, key); _o.ArmorType = TableEncryptionService.Convert(this.ArmorType, key); _o.AimIkType = TableEncryptionService.Convert(this.AimIkType, key); _o.School = TableEncryptionService.Convert(this.School, key); _o.Club = TableEncryptionService.Convert(this.Club, key); _o.DefaultStarGrade = TableEncryptionService.Convert(this.DefaultStarGrade, key); _o.MaxStarGrade = TableEncryptionService.Convert(this.MaxStarGrade, key); _o.StatLevelUpType = TableEncryptionService.Convert(this.StatLevelUpType, key); _o.SquadType = TableEncryptionService.Convert(this.SquadType, key); _o.Jumpable = TableEncryptionService.Convert(this.Jumpable, key); _o.PersonalityId = TableEncryptionService.Convert(this.PersonalityId, key); _o.CharacterAiId = TableEncryptionService.Convert(this.CharacterAiId, key); _o.ExternalBtId = TableEncryptionService.Convert(this.ExternalBtId, key); _o.MainCombatStyleId = TableEncryptionService.Convert(this.MainCombatStyleId, key); _o.CombatStyleIndex = TableEncryptionService.Convert(this.CombatStyleIndex, key); _o.ScenarioCharacter = TableEncryptionService.Convert(this.ScenarioCharacter, key); _o.SpawnTemplateId = TableEncryptionService.Convert(this.SpawnTemplateId, key); _o.FavorLevelupType = TableEncryptionService.Convert(this.FavorLevelupType, key); _o.EquipmentSlot = new List(); for (var _j = 0; _j < this.EquipmentSlotLength; ++_j) { _o.EquipmentSlot.Add(TableEncryptionService.Convert(this.EquipmentSlot(_j), key)); } _o.WeaponLocalizeId = TableEncryptionService.Convert(this.WeaponLocalizeId, key); _o.DisplayEnemyInfo = TableEncryptionService.Convert(this.DisplayEnemyInfo, key); _o.BodyRadius = TableEncryptionService.Convert(this.BodyRadius, key); _o.RandomEffectRadius = TableEncryptionService.Convert(this.RandomEffectRadius, key); _o.HpBarHide = TableEncryptionService.Convert(this.HpBarHide, key); _o.HpBarHeight = TableEncryptionService.Convert(this.HpBarHeight, key); _o.HighlightFloaterHeight = TableEncryptionService.Convert(this.HighlightFloaterHeight, key); _o.EmojiOffsetX = TableEncryptionService.Convert(this.EmojiOffsetX, key); _o.EmojiOffsetY = TableEncryptionService.Convert(this.EmojiOffsetY, key); _o.MoveStartFrame = TableEncryptionService.Convert(this.MoveStartFrame, key); _o.MoveEndFrame = TableEncryptionService.Convert(this.MoveEndFrame, key); _o.JumpMotionFrame = TableEncryptionService.Convert(this.JumpMotionFrame, key); _o.AppearFrame = TableEncryptionService.Convert(this.AppearFrame, key); _o.CanMove = TableEncryptionService.Convert(this.CanMove, key); _o.CanFix = TableEncryptionService.Convert(this.CanFix, key); _o.CanCrowdControl = TableEncryptionService.Convert(this.CanCrowdControl, key); _o.CanBattleItemMove = TableEncryptionService.Convert(this.CanBattleItemMove, key); _o.IsAirUnit = TableEncryptionService.Convert(this.IsAirUnit, key); _o.AirUnitHeight = TableEncryptionService.Convert(this.AirUnitHeight, key); _o.Tags = new List(); for (var _j = 0; _j < this.TagsLength; ++_j) { _o.Tags.Add(TableEncryptionService.Convert(this.Tags(_j), key)); } _o.SecretStoneItemId = TableEncryptionService.Convert(this.SecretStoneItemId, key); _o.SecretStoneItemAmount = TableEncryptionService.Convert(this.SecretStoneItemAmount, key); _o.CharacterPieceItemId = TableEncryptionService.Convert(this.CharacterPieceItemId, key); _o.CharacterPieceItemAmount = TableEncryptionService.Convert(this.CharacterPieceItemAmount, key); _o.CombineRecipeId = TableEncryptionService.Convert(this.CombineRecipeId, key); } public static Offset Pack(FlatBufferBuilder builder, CharacterExcelT _o) { if (_o == null) return default(Offset); var _dev_name = _o.DevName == null ? default(StringOffset) : builder.CreateString(_o.DevName); var _release_date = _o.ReleaseDate == null ? default(StringOffset) : builder.CreateString(_o.ReleaseDate); var _collection_visible_start_date = _o.CollectionVisibleStartDate == null ? default(StringOffset) : builder.CreateString(_o.CollectionVisibleStartDate); var _collection_visible_end_date = _o.CollectionVisibleEndDate == null ? default(StringOffset) : builder.CreateString(_o.CollectionVisibleEndDate); var _scenario_character = _o.ScenarioCharacter == null ? default(StringOffset) : builder.CreateString(_o.ScenarioCharacter); var _equipment_slot = default(VectorOffset); if (_o.EquipmentSlot != null) { var __equipment_slot = _o.EquipmentSlot.ToArray(); _equipment_slot = CreateEquipmentSlotVector(builder, __equipment_slot); } var _tags = default(VectorOffset); if (_o.Tags != null) { var __tags = _o.Tags.ToArray(); _tags = CreateTagsVector(builder, __tags); } return CreateCharacterExcel( builder, _o.Id, _dev_name, _o.CostumeGroupId, _o.IsPlayable, _o.ProductionStep, _o.CollectionVisible, _release_date, _collection_visible_start_date, _collection_visible_end_date, _o.IsPlayableCharacter, _o.LocalizeEtcId, _o.Rarity, _o.IsNpc, _o.TacticEntityType, _o.CanSurvive, _o.IsDummy, _o.SubPartsCount, _o.TacticRole, _o.WeaponType, _o.TacticRange, _o.BulletType, _o.ArmorType, _o.AimIkType, _o.School, _o.Club, _o.DefaultStarGrade, _o.MaxStarGrade, _o.StatLevelUpType, _o.SquadType, _o.Jumpable, _o.PersonalityId, _o.CharacterAiId, _o.ExternalBtId, _o.MainCombatStyleId, _o.CombatStyleIndex, _scenario_character, _o.SpawnTemplateId, _o.FavorLevelupType, _equipment_slot, _o.WeaponLocalizeId, _o.DisplayEnemyInfo, _o.BodyRadius, _o.RandomEffectRadius, _o.HpBarHide, _o.HpBarHeight, _o.HighlightFloaterHeight, _o.EmojiOffsetX, _o.EmojiOffsetY, _o.MoveStartFrame, _o.MoveEndFrame, _o.JumpMotionFrame, _o.AppearFrame, _o.CanMove, _o.CanFix, _o.CanCrowdControl, _o.CanBattleItemMove, _o.IsAirUnit, _o.AirUnitHeight, _tags, _o.SecretStoneItemId, _o.SecretStoneItemAmount, _o.CharacterPieceItemId, _o.CharacterPieceItemAmount, _o.CombineRecipeId); } } public class CharacterExcelT { public long Id { get; set; } public string DevName { get; set; } public long CostumeGroupId { get; set; } public bool IsPlayable { get; set; } public SCHALE.Common.FlatData.ProductionStep ProductionStep { get; set; } public bool CollectionVisible { get; set; } public string ReleaseDate { get; set; } public string CollectionVisibleStartDate { get; set; } public string CollectionVisibleEndDate { get; set; } public bool IsPlayableCharacter { get; set; } public uint LocalizeEtcId { get; set; } public SCHALE.Common.FlatData.Rarity Rarity { get; set; } public bool IsNpc { get; set; } public SCHALE.Common.FlatData.TacticEntityType TacticEntityType { get; set; } public bool CanSurvive { get; set; } public bool IsDummy { get; set; } public int SubPartsCount { get; set; } public SCHALE.Common.FlatData.TacticRole TacticRole { get; set; } public SCHALE.Common.FlatData.WeaponType WeaponType { get; set; } public SCHALE.Common.FlatData.TacticRange TacticRange { get; set; } public SCHALE.Common.FlatData.BulletType BulletType { get; set; } public SCHALE.Common.FlatData.ArmorType ArmorType { get; set; } public SCHALE.Common.FlatData.AimIKType AimIkType { get; set; } public SCHALE.Common.FlatData.School School { get; set; } public SCHALE.Common.FlatData.Club Club { get; set; } public int DefaultStarGrade { get; set; } public int MaxStarGrade { get; set; } public SCHALE.Common.FlatData.StatLevelUpType StatLevelUpType { get; set; } public SCHALE.Common.FlatData.SquadType SquadType { get; set; } public bool Jumpable { get; set; } public long PersonalityId { get; set; } public long CharacterAiId { get; set; } public long ExternalBtId { get; set; } public long MainCombatStyleId { get; set; } public int CombatStyleIndex { get; set; } public string ScenarioCharacter { get; set; } public uint SpawnTemplateId { get; set; } public int FavorLevelupType { get; set; } public List EquipmentSlot { get; set; } public uint WeaponLocalizeId { get; set; } public bool DisplayEnemyInfo { get; set; } public long BodyRadius { get; set; } public long RandomEffectRadius { get; set; } public bool HpBarHide { get; set; } public float HpBarHeight { get; set; } public float HighlightFloaterHeight { get; set; } public float EmojiOffsetX { get; set; } public float EmojiOffsetY { get; set; } public int MoveStartFrame { get; set; } public int MoveEndFrame { get; set; } public int JumpMotionFrame { get; set; } public int AppearFrame { get; set; } public bool CanMove { get; set; } public bool CanFix { get; set; } public bool CanCrowdControl { get; set; } public bool CanBattleItemMove { get; set; } public bool IsAirUnit { get; set; } public long AirUnitHeight { get; set; } public List Tags { get; set; } public long SecretStoneItemId { get; set; } public int SecretStoneItemAmount { get; set; } public long CharacterPieceItemId { get; set; } public int CharacterPieceItemAmount { get; set; } public long CombineRecipeId { get; set; } public CharacterExcelT() { this.Id = 0; this.DevName = null; this.CostumeGroupId = 0; this.IsPlayable = false; this.ProductionStep = SCHALE.Common.FlatData.ProductionStep.ToDo; this.CollectionVisible = false; this.ReleaseDate = null; this.CollectionVisibleStartDate = null; this.CollectionVisibleEndDate = null; this.IsPlayableCharacter = false; this.LocalizeEtcId = 0; this.Rarity = SCHALE.Common.FlatData.Rarity.N; this.IsNpc = false; this.TacticEntityType = SCHALE.Common.FlatData.TacticEntityType.None; this.CanSurvive = false; this.IsDummy = false; this.SubPartsCount = 0; this.TacticRole = SCHALE.Common.FlatData.TacticRole.None; this.WeaponType = SCHALE.Common.FlatData.WeaponType.None; this.TacticRange = SCHALE.Common.FlatData.TacticRange.Back; this.BulletType = SCHALE.Common.FlatData.BulletType.Normal; this.ArmorType = SCHALE.Common.FlatData.ArmorType.LightArmor; this.AimIkType = SCHALE.Common.FlatData.AimIKType.None; this.School = SCHALE.Common.FlatData.School.None; this.Club = SCHALE.Common.FlatData.Club.None; this.DefaultStarGrade = 0; this.MaxStarGrade = 0; this.StatLevelUpType = SCHALE.Common.FlatData.StatLevelUpType.Standard; this.SquadType = SCHALE.Common.FlatData.SquadType.None; this.Jumpable = false; this.PersonalityId = 0; this.CharacterAiId = 0; this.ExternalBtId = 0; this.MainCombatStyleId = 0; this.CombatStyleIndex = 0; this.ScenarioCharacter = null; this.SpawnTemplateId = 0; this.FavorLevelupType = 0; this.EquipmentSlot = null; this.WeaponLocalizeId = 0; this.DisplayEnemyInfo = false; this.BodyRadius = 0; this.RandomEffectRadius = 0; this.HpBarHide = false; this.HpBarHeight = 0.0f; this.HighlightFloaterHeight = 0.0f; this.EmojiOffsetX = 0.0f; this.EmojiOffsetY = 0.0f; this.MoveStartFrame = 0; this.MoveEndFrame = 0; this.JumpMotionFrame = 0; this.AppearFrame = 0; this.CanMove = false; this.CanFix = false; this.CanCrowdControl = false; this.CanBattleItemMove = false; this.IsAirUnit = false; this.AirUnitHeight = 0; this.Tags = null; this.SecretStoneItemId = 0; this.SecretStoneItemAmount = 0; this.CharacterPieceItemId = 0; this.CharacterPieceItemAmount = 0; this.CombineRecipeId = 0; } } static public class CharacterExcelVerify { static public bool Verify(Google.FlatBuffers.Verifier verifier, uint tablePos) { return verifier.VerifyTableStart(tablePos) && verifier.VerifyField(tablePos, 4 /*Id*/, 8 /*long*/, 8, false) && verifier.VerifyString(tablePos, 6 /*DevName*/, false) && verifier.VerifyField(tablePos, 8 /*CostumeGroupId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 10 /*IsPlayable*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 12 /*ProductionStep*/, 4 /*SCHALE.Common.FlatData.ProductionStep*/, 4, false) && verifier.VerifyField(tablePos, 14 /*CollectionVisible*/, 1 /*bool*/, 1, false) && verifier.VerifyString(tablePos, 16 /*ReleaseDate*/, false) && verifier.VerifyString(tablePos, 18 /*CollectionVisibleStartDate*/, false) && verifier.VerifyString(tablePos, 20 /*CollectionVisibleEndDate*/, false) && verifier.VerifyField(tablePos, 22 /*IsPlayableCharacter*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 24 /*LocalizeEtcId*/, 4 /*uint*/, 4, false) && verifier.VerifyField(tablePos, 26 /*Rarity*/, 4 /*SCHALE.Common.FlatData.Rarity*/, 4, false) && verifier.VerifyField(tablePos, 28 /*IsNpc*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 30 /*TacticEntityType*/, 4 /*SCHALE.Common.FlatData.TacticEntityType*/, 4, false) && verifier.VerifyField(tablePos, 32 /*CanSurvive*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 34 /*IsDummy*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 36 /*SubPartsCount*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 38 /*TacticRole*/, 4 /*SCHALE.Common.FlatData.TacticRole*/, 4, false) && verifier.VerifyField(tablePos, 40 /*WeaponType*/, 4 /*SCHALE.Common.FlatData.WeaponType*/, 4, false) && verifier.VerifyField(tablePos, 42 /*TacticRange*/, 4 /*SCHALE.Common.FlatData.TacticRange*/, 4, false) && verifier.VerifyField(tablePos, 44 /*BulletType*/, 4 /*SCHALE.Common.FlatData.BulletType*/, 4, false) && verifier.VerifyField(tablePos, 46 /*ArmorType*/, 4 /*SCHALE.Common.FlatData.ArmorType*/, 4, false) && verifier.VerifyField(tablePos, 48 /*AimIkType*/, 4 /*SCHALE.Common.FlatData.AimIKType*/, 4, false) && verifier.VerifyField(tablePos, 50 /*School*/, 4 /*SCHALE.Common.FlatData.School*/, 4, false) && verifier.VerifyField(tablePos, 52 /*Club*/, 4 /*SCHALE.Common.FlatData.Club*/, 4, false) && verifier.VerifyField(tablePos, 54 /*DefaultStarGrade*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 56 /*MaxStarGrade*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 58 /*StatLevelUpType*/, 4 /*SCHALE.Common.FlatData.StatLevelUpType*/, 4, false) && verifier.VerifyField(tablePos, 60 /*SquadType*/, 4 /*SCHALE.Common.FlatData.SquadType*/, 4, false) && verifier.VerifyField(tablePos, 62 /*Jumpable*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 64 /*PersonalityId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 66 /*CharacterAiId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 68 /*ExternalBtId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 70 /*MainCombatStyleId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 72 /*CombatStyleIndex*/, 4 /*int*/, 4, false) && verifier.VerifyString(tablePos, 74 /*ScenarioCharacter*/, false) && verifier.VerifyField(tablePos, 76 /*SpawnTemplateId*/, 4 /*uint*/, 4, false) && verifier.VerifyField(tablePos, 78 /*FavorLevelupType*/, 4 /*int*/, 4, false) && verifier.VerifyVectorOfData(tablePos, 80 /*EquipmentSlot*/, 4 /*SCHALE.Common.FlatData.EquipmentCategory*/, false) && verifier.VerifyField(tablePos, 82 /*WeaponLocalizeId*/, 4 /*uint*/, 4, false) && verifier.VerifyField(tablePos, 84 /*DisplayEnemyInfo*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 86 /*BodyRadius*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 88 /*RandomEffectRadius*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 90 /*HpBarHide*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 92 /*HpBarHeight*/, 4 /*float*/, 4, false) && verifier.VerifyField(tablePos, 94 /*HighlightFloaterHeight*/, 4 /*float*/, 4, false) && verifier.VerifyField(tablePos, 96 /*EmojiOffsetX*/, 4 /*float*/, 4, false) && verifier.VerifyField(tablePos, 98 /*EmojiOffsetY*/, 4 /*float*/, 4, false) && verifier.VerifyField(tablePos, 100 /*MoveStartFrame*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 102 /*MoveEndFrame*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 104 /*JumpMotionFrame*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 106 /*AppearFrame*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 108 /*CanMove*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 110 /*CanFix*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 112 /*CanCrowdControl*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 114 /*CanBattleItemMove*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 116 /*IsAirUnit*/, 1 /*bool*/, 1, false) && verifier.VerifyField(tablePos, 118 /*AirUnitHeight*/, 8 /*long*/, 8, false) && verifier.VerifyVectorOfData(tablePos, 120 /*Tags*/, 4 /*SCHALE.Common.FlatData.Tag*/, false) && verifier.VerifyField(tablePos, 122 /*SecretStoneItemId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 124 /*SecretStoneItemAmount*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 126 /*CharacterPieceItemId*/, 8 /*long*/, 8, false) && verifier.VerifyField(tablePos, 128 /*CharacterPieceItemAmount*/, 4 /*int*/, 4, false) && verifier.VerifyField(tablePos, 130 /*CombineRecipeId*/, 8 /*long*/, 8, false) && verifier.VerifyTableEnd(tablePos); } } }