| // <auto-generated> |
| // automatically generated by the FlatBuffers compiler, do not modify |
| // </auto-generated> |
| |
| namespace MyGame.Example |
| { |
| |
| using global::System; |
| using global::FlatBuffers; |
| |
| public struct Vec3 : IFlatbufferObject |
| { |
| private Struct __p; |
| public ByteBuffer ByteBuffer { get { return __p.bb; } } |
| public void __init(int _i, ByteBuffer _bb) { __p = new Struct(_i, _bb); } |
| public Vec3 __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } |
| |
| public float X { get { return __p.bb.GetFloat(__p.bb_pos + 0); } } |
| public void MutateX(float x) { __p.bb.PutFloat(__p.bb_pos + 0, x); } |
| public float Y { get { return __p.bb.GetFloat(__p.bb_pos + 4); } } |
| public void MutateY(float y) { __p.bb.PutFloat(__p.bb_pos + 4, y); } |
| public float Z { get { return __p.bb.GetFloat(__p.bb_pos + 8); } } |
| public void MutateZ(float z) { __p.bb.PutFloat(__p.bb_pos + 8, z); } |
| public double Test1 { get { return __p.bb.GetDouble(__p.bb_pos + 16); } } |
| public void MutateTest1(double test1) { __p.bb.PutDouble(__p.bb_pos + 16, test1); } |
| public MyGame.Example.Color Test2 { get { return (MyGame.Example.Color)__p.bb.Get(__p.bb_pos + 24); } } |
| public void MutateTest2(MyGame.Example.Color test2) { __p.bb.Put(__p.bb_pos + 24, (byte)test2); } |
| public MyGame.Example.Test Test3 { get { return (new MyGame.Example.Test()).__assign(__p.bb_pos + 26, __p.bb); } } |
| |
| public static Offset<MyGame.Example.Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, MyGame.Example.Color Test2, short test3_A, sbyte test3_B) { |
| builder.Prep(8, 32); |
| builder.Pad(2); |
| builder.Prep(2, 4); |
| builder.Pad(1); |
| builder.PutSbyte(test3_B); |
| builder.PutShort(test3_A); |
| builder.Pad(1); |
| builder.PutByte((byte)Test2); |
| builder.PutDouble(Test1); |
| builder.Pad(4); |
| builder.PutFloat(Z); |
| builder.PutFloat(Y); |
| builder.PutFloat(X); |
| return new Offset<MyGame.Example.Vec3>(builder.Offset); |
| } |
| }; |
| |
| |
| } |