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Searched refs:weapons (Results 1 – 25 of 40) sorted by relevance

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/third_party/flatbuffers/tests/rust_usage_test/bin/
Dflexbuffers_alloc_check.rs46 let mut weapons = monster.start_vector("weapons"); in make_monster() localVariable
48 let mut hammer = weapons.start_map(); in make_monster()
54 let mut axe = weapons.start_map(); in make_monster()
89 let weapons = r.idx("weapons").as_vector(); in validate_monster() localVariable
90 assert_eq!(weapons.len(), 2); in validate_monster()
92 let hammer = weapons.idx(0).as_map(); in validate_monster()
97 let axe = weapons.idx(1).as_map(); in validate_monster()
/third_party/flatbuffers/samples/
Dsample_flexbuffers.rs50 let mut weapons = monster.start_vector("weapons"); in main() localVariable
54 weapons.push("fist"); in main()
57 let mut axe = weapons.start_map(); in main()
65 let mut hammer = weapons.start_map(); in main()
73 weapons.end_vector(); in main()
Dsample_binary.rs61 let weapons = builder.create_vector(&[sword, axe]); in main() localVariable
83 weapons: Some(weapons), in main()
133 assert!(monster.weapons().is_some()); in main()
134 let weps = monster.weapons().unwrap(); in main()
Dsample_binary.lobster23 // Create some weapons for our monster.
35 let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
51 .add_weapons(weapons)
86 // Get and test the `weapons` FlatBuffer vector of tables.
88 assert monster.weapons(i).name == weapon_names[i]
89 assert monster.weapons(i).damage == weapon_damages[i]
DSampleBinary.kt50 val weapons = Monster.createWeaponsVector(builder, weaps) in main() constant
59 Monster.addWeapons(builder, weapons) in main()
95 assert(monster.weapons(i)!!.name.equals(expectedWeaponNames[i])) in main()
96 assert(monster.weapons(i)!!.damage.toInt() == expectedWeaponDamages[i]) in main()
DSampleBinary.java49 int weapons = Monster.createWeaponsVector(builder, weaps); in main() local
58 Monster.addWeapons(builder, weapons); in main()
94 assert monster.weapons(i).name().equals(expectedWeaponNames[i]); in main()
95 assert monster.weapons(i).damage() == expectedWeaponDamages[i]; in main()
Dmonster_generated.h233 std::vector<flatbuffers::unique_ptr<MyGame::Sample::WeaponT>> weapons{};
246 (lhs.weapons == rhs.weapons) &&
310 const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons() const {
346 verifier.VerifyVector(weapons()) &&
347 verifier.VerifyVectorOfTables(weapons()) &&
386 …ns(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons) {
387 fbb_.AddOffset(Monster::VT_WEAPONS, weapons);
417 … flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons = 0,
424 builder_.add_weapons(weapons);
443 const std::vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons = nullptr,
[all …]
Dmonster_generated.swift91 case weapons = 18
113 …public var weaponsCount: Int32 { let o = _accessor.offset(VTOFFSET.weapons.v); return o == 0 ? 0 :…
114 …public func weapons(at index: Int32) -> MyGame_Sample_Weapon? { let o = _accessor.offset(VTOFFSET. in weapons() function
127 …lic static func addVectorOf(weapons: Offset, _ fbb: inout FlatBufferBuilder) { fbb.add(offset: wea… in addVectorOf()
143 weaponsVectorOffset weapons: Offset = Offset(),
155 MyGame_Sample_Monster.addVectorOf(weapons: weapons, &fbb)
Dsample_binary.cpp42 auto weapons = builder.CreateVector(weapons_vector); in main() local
54 Color_Red, weapons, Equipment_Weapon, axe.Union()); in main()
88 auto weps = monster->weapons(); in main()
Dmonster_generated.rs455 if let Some(x) = args.weapons { builder.add_weapons(x); } in create()
479 let weapons = self.weapons().map(|x| { in unpack() localVariable
501 weapons, in unpack()
542 …pub fn weapons(&self) -> Option<flatbuffers::Vector<'a, flatbuffers::ForwardsUOffset<Weapon<'a>>>>… in weapons() method
601 …pub weapons: Option<flatbuffers::WIPOffset<flatbuffers::Vector<'a, flatbuffers::ForwardsUOffset<We… field
616 weapons: None, in default()
653 …pub fn add_weapons(&mut self, weapons: flatbuffers::WIPOffset<flatbuffers::Vector<'b , flatbuffers… in add_weapons()
654 self.fbb_.push_slot_always::<flatbuffers::WIPOffset<_>>(Monster::VT_WEAPONS, weapons); in add_weapons()
692 ds.field("weapons", &self.weapons()); in fmt()
720 pub weapons: Option<Vec<WeaponT>>, field
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Dsample_flexbuffers_serde.rs35 weapons: Vec<Weapon>, field
50 weapons: vec![ in main()
Dmonster_generated.lobster52 def weapons(i:int):
90 def add_weapons(weapons:flatbuffers_offset):
91 b_.PrependUOffsetTRelativeSlot(7, weapons)
Dsample_binary.lua52 local weapons = builder:EndVector(2)
61 monster.AddWeapons(builder, weapons)
DSampleBinary.php52 $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
62 \MyGame\Sample\Monster::AddWeapons($builder, $weapons);
Dsample_binary.py64 weapons = builder.EndVector()
75 MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons)
DSampleBinary.cs45 var weapons = Monster.CreateWeaponsVector(builder, weaps); in Main()
54 Monster.AddWeapons(builder, weapons); in Main()
Dsample_binary.go60 weapons := builder.EndVector(2)
70 sample.MonsterAddWeapons(builder, weapons)
Dmonster.fbs23 weapons:[Weapon];
/third_party/flatbuffers/tests/rust_usage_test/benches/
Dflexbuffers_benchmarks.rs191 let mut weapons = monster.start_vector("weapons"); in make_monster() localVariable
193 let mut hammer = weapons.start_map(); in make_monster()
199 let mut axe = weapons.start_map(); in make_monster()
244 let weapons = r.idx("weapons").as_vector(); in validate_monster() localVariable
245 assert_eq!(weapons.len(), 2); in validate_monster()
247 let hammer = weapons.idx(0).as_map(); in validate_monster()
252 let axe = weapons.idx(1).as_map(); in validate_monster()
/third_party/flatbuffers/dart/example/
Dexample.dart54 final weapons = builder.writeList([sword, axe]);
69 ..addWeaponsOffset(weapons)
86 // Create the builder here so we can use it for both weapons and equipped
97 weapons: [new myGame.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
135 // Get and test the `weapons` FlatBuffers's `vector`.
138 var weps = monster.weapons;
Dmonster_my_game.sample_generated.dart186 …List<Weapon> get weapons => const fb.ListReader<Weapon>(Weapon.reader).vTableGet(_bc, _bcOffset, 1…
198 … $mana, hp: $hp, name: $name, inventory: $inventory, color: $color, weapons: $weapons, equippedTyp…
286 List<WeaponObjectBuilder> weapons,
297 _weapons = weapons,
/third_party/flatbuffers/tests/FlatBuffers.Test.Swift/Tests/FlatBuffers.Test.SwiftTests/
DFlatBuffersUnionTests.swift29 let weapons = b.createVector(ofOffsets: [weapon]) in testCreateMonstor() variable
32 offset: weapons, in testCreateMonstor()
57 let weapons = builder.createVector(ofOffsets: [weaponOne, weaponTwo]) in testEndTableFinish() variable
69 weapons: weapons, in testEndTableFinish()
230 weapons: Offset,
241 builder.add(offset: weapons, at: 18)
/third_party/flatbuffers/docs/source/
DTutorial.md190 weapons:[Weapon]; // Vector of tables.
242 `weapons` field within our `Monster`. It is also the only table referenced by
690 // Use the `createWeapon()` helper function to create the weapons, since we set every field.
703 // Use the `createWeapon()` helper function to create the weapons, since we set every field.
716 // Use the `CreateWeapon()` helper function to create the weapons, since we set every field.
805 $weapons = \MyGame\Sample\Monster::CreateWeaponsVector($builder, $weaps);
899 // Serialize some weapons for the Monster: A 'sword' and an 'axe'.
936 a large pool of hit points with `300`. We can give him a vector of weapons
1155 // Place the weapons into a `std::vector`, then convert that into a FlatBuffer `vector`.
1159 auto weapons = builder.CreateVector(weapons_vector);
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/third_party/flatbuffers/samples/lua/MyGame/Sample/
DMonster.lua116 function Monster.AddWeapons(builder, weapons) builder:PrependUOffsetTRelativeSlot(7, weapons, 0) end
/third_party/flatbuffers/tests/fuzzer/
Dmonster_fuzzer.dict38 "weapons"

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