// automatically generated by the FlatBuffers compiler, do not modify include "flatbuffers.lobster" namespace MyGame_Sample enum + Color_Red = 0, Color_Green = 1, Color_Blue = 2 enum + Equipment_NONE = 0, Equipment_Weapon = 1 struct Vec3 struct Monster struct Weapon struct Vec3 : flatbuffers_handle def x(): buf_.read_float32_le(pos_ + 0) def y(): buf_.read_float32_le(pos_ + 4) def z(): buf_.read_float32_le(pos_ + 8) def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float): b_.Prep(4, 12) b_.PrependFloat32(z) b_.PrependFloat32(y) b_.PrependFloat32(x) return b_.Offset() struct Monster : flatbuffers_handle def pos(): o := buf_.flatbuffers_field_struct(pos_, 4) if o: MyGame_Sample_Vec3 { buf_, o } else: nil def mana(): buf_.flatbuffers_field_int16(pos_, 6, 150) def hp(): buf_.flatbuffers_field_int16(pos_, 8, 100) def name(): buf_.flatbuffers_field_string(pos_, 10) def inventory(i:int): buf_.read_int8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1) def inventory_length(): buf_.flatbuffers_field_vector_len(pos_, 14) def color(): buf_.flatbuffers_field_int8(pos_, 16, 2) def weapons(i:int): MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) } def weapons_length(): buf_.flatbuffers_field_vector_len(pos_, 18) def equipped_type(): buf_.flatbuffers_field_int8(pos_, 20, 0) def equipped_as_Weapon(): MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) } def GetRootAsMonster(buf:string): Monster { buf, buf.flatbuffers_indirect(0) } def MonsterStart(b_:flatbuffers_builder): b_.StartObject(10) def MonsterAddPos(b_:flatbuffers_builder, pos:int): b_.PrependStructSlot(0, pos, 0) def MonsterAddMana(b_:flatbuffers_builder, mana:int): b_.PrependInt16Slot(1, mana, 150) def MonsterAddHp(b_:flatbuffers_builder, hp:int): b_.PrependInt16Slot(2, hp, 100) def MonsterAddName(b_:flatbuffers_builder, name:int): b_.PrependUOffsetTRelativeSlot(3, name, 0) def MonsterAddInventory(b_:flatbuffers_builder, inventory:int): b_.PrependUOffsetTRelativeSlot(5, inventory, 0) def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int): b_.StartVector(1, n_, 1) def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]): b_.StartVector(1, v_.length, 1) reverse(v_) e_: b_.PrependUint8(e_) b_.EndVector(v_.length) def MonsterAddColor(b_:flatbuffers_builder, color:int): b_.PrependInt8Slot(6, color, 2) def MonsterAddWeapons(b_:flatbuffers_builder, weapons:int): b_.PrependUOffsetTRelativeSlot(7, weapons, 0) def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int): b_.StartVector(4, n_, 4) def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[int]): b_.StartVector(4, v_.length, 4) reverse(v_) e_: b_.PrependUOffsetTRelative(e_) b_.EndVector(v_.length) def MonsterAddEquippedType(b_:flatbuffers_builder, equipped_type:int): b_.PrependUint8Slot(8, equipped_type, 0) def MonsterAddEquipped(b_:flatbuffers_builder, equipped:int): b_.PrependUOffsetTRelativeSlot(9, equipped, 0) def MonsterEnd(b_:flatbuffers_builder): b_.EndObject() struct Weapon : flatbuffers_handle def name(): buf_.flatbuffers_field_string(pos_, 4) def damage(): buf_.flatbuffers_field_int16(pos_, 6, 0) def GetRootAsWeapon(buf:string): Weapon { buf, buf.flatbuffers_indirect(0) } def WeaponStart(b_:flatbuffers_builder): b_.StartObject(2) def WeaponAddName(b_:flatbuffers_builder, name:int): b_.PrependUOffsetTRelativeSlot(0, name, 0) def WeaponAddDamage(b_:flatbuffers_builder, damage:int): b_.PrependInt16Slot(1, damage, 0) def WeaponEnd(b_:flatbuffers_builder): b_.EndObject()