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// automatically generated, do not modify
namespace MyGame.Example
{
using FlatBuffers;
public sealed class Vec3 : Struct {
public Vec3 __init(int _i, ByteBuffer _bb) { bb_pos = _i; bb = _bb; return this; }
public float X { get { return bb.GetFloat(bb_pos + 0); } }
public void MutateX(float x) { bb.PutFloat(bb_pos + 0, x); }
public float Y { get { return bb.GetFloat(bb_pos + 4); } }
public void MutateY(float y) { bb.PutFloat(bb_pos + 4, y); }
public float Z { get { return bb.GetFloat(bb_pos + 8); } }
public void MutateZ(float z) { bb.PutFloat(bb_pos + 8, z); }
public double Test1 { get { return bb.GetDouble(bb_pos + 16); } }
public void MutateTest1(double test1) { bb.PutDouble(bb_pos + 16, test1); }
public Color Test2 { get { return (Color)bb.GetSbyte(bb_pos + 24); } }
public void MutateTest2(sbyte test2) { bb.PutSbyte(bb_pos + 24, test2); }
public Test Test3 { get { return GetTest3(new Test()); } }
public Test GetTest3(Test obj) { return obj.__init(bb_pos + 26, bb); }
public static int CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, Color Test2, short test3_A, sbyte test3_B) {
builder.Prep(16, 32);
builder.Pad(2);
builder.Prep(2, 4);
builder.Pad(1);
builder.PutSbyte(test3_B);
builder.PutShort(test3_A);
builder.Pad(1);
builder.PutSbyte((sbyte)(Test2));
builder.PutDouble(Test1);
builder.Pad(4);
builder.PutFloat(Z);
builder.PutFloat(Y);
builder.PutFloat(X);
return builder.Offset;
}
};
}
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