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Lines Matching full:offset

83  * @returns flatbuffers.Offset
85 static endInParentNamespace(builder:flatbuffers.Builder):flatbuffers.Offset {
86 var offset = builder.endObject();
87 return offset;
90 static createInParentNamespace(builder:flatbuffers.Builder):flatbuffers.Offset {
133 * @returns flatbuffers.Offset
135 static endMonster(builder:flatbuffers.Builder):flatbuffers.Offset {
136 var offset = builder.endObject();
137 return offset;
140 static createMonster(builder:flatbuffers.Builder):flatbuffers.Offset {
177 var offset = this.bb!.__offset(this.bb_pos, 0);
179 if (offset === 0) {
183 this.bb!.writeInt16(this.bb_pos + offset, value);
199 var offset = this.bb!.__offset(this.bb_pos, 2);
201 if (offset === 0) {
205 this.bb!.writeInt8(this.bb_pos + offset, value);
213 * @returns flatbuffers.Offset
215 static createTest(builder:flatbuffers.Builder, a: number, b: number):flatbuffers.Offset {
220 return builder.offset();
257 var offset = this.bb!.__offset(this.bb_pos, 4);
258 return offset ? /** */ (this.bb!.readInt8(this.bb_pos + offset)) : MyGame.Example.Color.Green;
266 var offset = this.bb!.__offset(this.bb_pos, 4);
268 if (offset === 0) {
272 this.bb!.writeInt8(this.bb_pos + offset, value);
293 * @returns flatbuffers.Offset
295 static endTestSimpleTableWithEnum(builder:flatbuffers.Builder):flatbuffers.Offset {
296 var offset = builder.endObject();
297 return offset;
300 …stSimpleTableWithEnum(builder:flatbuffers.Builder, color:MyGame.Example.Color):flatbuffers.Offset {
338 var offset = this.bb!.__offset(this.bb_pos, 0);
340 if (offset === 0) {
344 this.bb!.writeFloat32(this.bb_pos + offset, value);
360 var offset = this.bb!.__offset(this.bb_pos, 4);
362 if (offset === 0) {
366 this.bb!.writeFloat32(this.bb_pos + offset, value);
382 var offset = this.bb!.__offset(this.bb_pos, 8);
384 if (offset === 0) {
388 this.bb!.writeFloat32(this.bb_pos + offset, value);
404 var offset = this.bb!.__offset(this.bb_pos, 16);
406 if (offset === 0) {
410 this.bb!.writeFloat64(this.bb_pos + offset, value);
426 var offset = this.bb!.__offset(this.bb_pos, 24);
428 if (offset === 0) {
432 this.bb!.writeInt8(this.bb_pos + offset, value);
453 * @returns flatbuffers.Offset
455 … test1: number, test2: MyGame.Example.Color, test3_a: number, test3_b: number):flatbuffers.Offset {
469 return builder.offset();
505 var offset = this.bb!.__offset(this.bb_pos, 0);
507 if (offset === 0) {
511 this.bb!.writeUint32(this.bb_pos + offset, value);
527 var offset = this.bb!.__offset(this.bb_pos, 4);
529 if (offset === 0) {
533 this.bb!.writeUint32(this.bb_pos + offset, value);
541 * @returns flatbuffers.Offset
543 static createAbility(builder:flatbuffers.Builder, id: number, distance: number):flatbuffers.Offset {
547 return builder.offset();
587 var offset = this.bb!.__offset(this.bb_pos, 4);
588 return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
595 var offset = this.bb!.__offset(this.bb_pos, 6);
596 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
604 var offset = this.bb!.__offset(this.bb_pos, 6);
606 if (offset === 0) {
610 this.bb!.writeInt64(this.bb_pos + offset, value);
618 var offset = this.bb!.__offset(this.bb_pos, 8);
619 return offset ? this.bb!.readUint16(this.bb_pos + offset) : 0;
627 var offset = this.bb!.__offset(this.bb_pos, 8);
629 if (offset === 0) {
633 this.bb!.writeUint16(this.bb_pos + offset, value);
646 * @param flatbuffers.Offset idOffset
648 static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
670 * @returns flatbuffers.Offset
672 static endStat(builder:flatbuffers.Builder):flatbuffers.Offset {
673 var offset = builder.endObject();
674 return offset;
677 …er:flatbuffers.Builder, idOffset:flatbuffers.Offset, val:flatbuffers.Long, count:number):flatbuffe…
718 var offset = this.bb!.__offset(this.bb_pos, 4);
719 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
727 var offset = this.bb!.__offset(this.bb_pos, 4);
729 if (offset === 0) {
733 this.bb!.writeUint64(this.bb_pos + offset, value);
754 * @returns flatbuffers.Offset
756 static endReferrable(builder:flatbuffers.Builder):flatbuffers.Offset {
757 var offset = builder.endObject();
758 return offset;
761 static createReferrable(builder:flatbuffers.Builder, id:flatbuffers.Long):flatbuffers.Offset {
811 var offset = this.bb!.__offset(this.bb_pos, 4);
812 return offset ? (obj || new MyGame.Example.Vec3).__init(this.bb_pos + offset, this.bb!) : null;
819 var offset = this.bb!.__offset(this.bb_pos, 6);
820 return offset ? this.bb!.readInt16(this.bb_pos + offset) : 150;
828 var offset = this.bb!.__offset(this.bb_pos, 6);
830 if (offset === 0) {
834 this.bb!.writeInt16(this.bb_pos + offset, value);
842 var offset = this.bb!.__offset(this.bb_pos, 8);
843 return offset ? this.bb!.readInt16(this.bb_pos + offset) : 100;
851 var offset = this.bb!.__offset(this.bb_pos, 8);
853 if (offset === 0) {
857 this.bb!.writeInt16(this.bb_pos + offset, value);
868 var offset = this.bb!.__offset(this.bb_pos, 10);
869 return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
877 var offset = this.bb!.__offset(this.bb_pos, 14);
878 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
885 var offset = this.bb!.__offset(this.bb_pos, 14);
886 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
893 var offset = this.bb!.__offset(this.bb_pos, 14);
894offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
901 var offset = this.bb!.__offset(this.bb_pos, 16);
902 return offset ? /** */ (this.bb!.readInt8(this.bb_pos + offset)) : MyGame.Example.Color.Blue;
910 var offset = this.bb!.__offset(this.bb_pos, 16);
912 if (offset === 0) {
916 this.bb!.writeInt8(this.bb_pos + offset, value);
924 var offset = this.bb!.__offset(this.bb_pos, 18);
925 return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.Any.NONE;
933 var offset = this.bb!.__offset(this.bb_pos, 18);
935 if (offset === 0) {
939 this.bb!.writeUint8(this.bb_pos + offset, value);
948 var offset = this.bb!.__offset(this.bb_pos, 20);
949 return offset ? this.bb!.__union(obj, this.bb_pos + offset) : null;
958 var offset = this.bb!.__offset(this.bb_pos, 22);
959 …return offset ? (obj || new MyGame.Example.Test).__init(this.bb!.__vector(this.bb_pos + offset) + …
966 var offset = this.bb!.__offset(this.bb_pos, 22);
967 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
978 var offset = this.bb!.__offset(this.bb_pos, 24);
979 …return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEnc…
986 var offset = this.bb!.__offset(this.bb_pos, 24);
987 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
999 var offset = this.bb!.__offset(this.bb_pos, 26);
1000 …return offset ? (obj || new MyGame.Example.Monster).__init(this.bb!.__indirect(this.bb!.__vector(t…
1007 var offset = this.bb!.__offset(this.bb_pos, 26);
1008 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1016 var offset = this.bb!.__offset(this.bb_pos, 28);
1017 …return offset ? (obj || new MyGame.Example.Monster).__init(this.bb!.__indirect(this.bb_pos + offse…
1025 var offset = this.bb!.__offset(this.bb_pos, 30);
1026 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
1033 var offset = this.bb!.__offset(this.bb_pos, 30);
1034 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1041 var offset = this.bb!.__offset(this.bb_pos, 30);
1042offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
1050 var offset = this.bb!.__offset(this.bb_pos, 32);
1051 …return offset ? (obj || new MyGame.Example.Stat).__init(this.bb!.__indirect(this.bb_pos + offset),…
1058 var offset = this.bb!.__offset(this.bb_pos, 34);
1059 return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
1067 var offset = this.bb!.__offset(this.bb_pos, 34);
1069 if (offset === 0) {
1073 this.bb!.writeInt8(this.bb_pos + offset, +value);
1081 var offset = this.bb!.__offset(this.bb_pos, 36);
1082 return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
1090 var offset = this.bb!.__offset(this.bb_pos, 36);
1092 if (offset === 0) {
1096 this.bb!.writeInt32(this.bb_pos + offset, value);
1104 var offset = this.bb!.__offset(this.bb_pos, 38);
1105 return offset ? this.bb!.readUint32(this.bb_pos + offset) : 0;
1113 var offset = this.bb!.__offset(this.bb_pos, 38);
1115 if (offset === 0) {
1119 this.bb!.writeUint32(this.bb_pos + offset, value);
1127 var offset = this.bb!.__offset(this.bb_pos, 40);
1128 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1136 var offset = this.bb!.__offset(this.bb_pos, 40);
1138 if (offset === 0) {
1142 this.bb!.writeInt64(this.bb_pos + offset, value);
1150 var offset = this.bb!.__offset(this.bb_pos, 42);
1151 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1159 var offset = this.bb!.__offset(this.bb_pos, 42);
1161 if (offset === 0) {
1165 this.bb!.writeUint64(this.bb_pos + offset, value);
1173 var offset = this.bb!.__offset(this.bb_pos, 44);
1174 return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
1182 var offset = this.bb!.__offset(this.bb_pos, 44);
1184 if (offset === 0) {
1188 this.bb!.writeInt32(this.bb_pos + offset, value);
1196 var offset = this.bb!.__offset(this.bb_pos, 46);
1197 return offset ? this.bb!.readUint32(this.bb_pos + offset) : 0;
1205 var offset = this.bb!.__offset(this.bb_pos, 46);
1207 if (offset === 0) {
1211 this.bb!.writeUint32(this.bb_pos + offset, value);
1219 var offset = this.bb!.__offset(this.bb_pos, 48);
1220 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1228 var offset = this.bb!.__offset(this.bb_pos, 48);
1230 if (offset === 0) {
1234 this.bb!.writeInt64(this.bb_pos + offset, value);
1242 var offset = this.bb!.__offset(this.bb_pos, 50);
1243 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1251 var offset = this.bb!.__offset(this.bb_pos, 50);
1253 if (offset === 0) {
1257 this.bb!.writeUint64(this.bb_pos + offset, value);
1266 var offset = this.bb!.__offset(this.bb_pos, 52);
1267 return offset ? !!this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index) : false;
1274 var offset = this.bb!.__offset(this.bb_pos, 52);
1275 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1282 var offset = this.bb!.__offset(this.bb_pos, 52);
1283offset ? new Int8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(th…
1290 var offset = this.bb!.__offset(this.bb_pos, 54);
1291 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 3.14159;
1299 var offset = this.bb!.__offset(this.bb_pos, 54);
1301 if (offset === 0) {
1305 this.bb!.writeFloat32(this.bb_pos + offset, value);
1313 var offset = this.bb!.__offset(this.bb_pos, 56);
1314 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 3.0;
1322 var offset = this.bb!.__offset(this.bb_pos, 56);
1324 if (offset === 0) {
1328 this.bb!.writeFloat32(this.bb_pos + offset, value);
1336 var offset = this.bb!.__offset(this.bb_pos, 58);
1337 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0;
1345 var offset = this.bb!.__offset(this.bb_pos, 58);
1347 if (offset === 0) {
1351 this.bb!.writeFloat32(this.bb_pos + offset, value);
1363 var offset = this.bb!.__offset(this.bb_pos, 60);
1364 …return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEnc…
1371 var offset = this.bb!.__offset(this.bb_pos, 60);
1372 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1381 var offset = this.bb!.__offset(this.bb_pos, 62);
1382 …return offset ? (obj || new MyGame.Example.Ability).__init(this.bb!.__vector(this.bb_pos + offset)…
1389 var offset = this.bb!.__offset(this.bb_pos, 62);
1390 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1398 var offset = this.bb!.__offset(this.bb_pos, 64);
1399 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
1406 var offset = this.bb!.__offset(this.bb_pos, 64);
1407 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1414 var offset = this.bb!.__offset(this.bb_pos, 64);
1415offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
1424 var offset = this.bb!.__offset(this.bb_pos, 66);
1425 …return offset ? (obj || new MyGame.Example.Test).__init(this.bb!.__vector(this.bb_pos + offset) + …
1432 var offset = this.bb!.__offset(this.bb_pos, 66);
1433 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1441 var offset = this.bb!.__offset(this.bb_pos, 68);
1442 …return offset ? this.bb!.readInt64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb!…
1449 var offset = this.bb!.__offset(this.bb_pos, 68);
1450 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1458 var offset = this.bb!.__offset(this.bb_pos, 70);
1459 return offset ? this.bb!.readFloat64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : 0;
1466 var offset = this.bb!.__offset(this.bb_pos, 70);
1467 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1474 var offset = this.bb!.__offset(this.bb_pos, 70);
1475offset ? new Float64Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector…
1483 var offset = this.bb!.__offset(this.bb_pos, 72);
1484 …return offset ? (obj || new MyGame.InParentNamespace).__init(this.bb!.__indirect(this.bb_pos + off…
1493 var offset = this.bb!.__offset(this.bb_pos, 74);
1494 …return offset ? (obj || new MyGame.Example.Referrable).__init(this.bb!.__indirect(this.bb!.__vecto…
1501 var offset = this.bb!.__offset(this.bb_pos, 74);
1502 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1509 var offset = this.bb!.__offset(this.bb_pos, 76);
1510 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1518 var offset = this.bb!.__offset(this.bb_pos, 76);
1520 if (offset === 0) {
1524 this.bb!.writeUint64(this.bb_pos + offset, value);
1533 var offset = this.bb!.__offset(this.bb_pos, 78);
1534 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1541 var offset = this.bb!.__offset(this.bb_pos, 78);
1542 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1551 var offset = this.bb!.__offset(this.bb_pos, 80);
1552 …return offset ? (obj || new MyGame.Example.Referrable).__init(this.bb!.__indirect(this.bb!.__vecto…
1559 var offset = this.bb!.__offset(this.bb_pos, 80);
1560 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1567 var offset = this.bb!.__offset(this.bb_pos, 82);
1568 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1576 var offset = this.bb!.__offset(this.bb_pos, 82);
1578 if (offset === 0) {
1582 this.bb!.writeUint64(this.bb_pos + offset, value);
1591 var offset = this.bb!.__offset(this.bb_pos, 84);
1592 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1599 var offset = this.bb!.__offset(this.bb_pos, 84);
1600 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1607 var offset = this.bb!.__offset(this.bb_pos, 86);
1608 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1616 var offset = this.bb!.__offset(this.bb_pos, 86);
1618 if (offset === 0) {
1622 this.bb!.writeUint64(this.bb_pos + offset, value);
1631 var offset = this.bb!.__offset(this.bb_pos, 88);
1632 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1639 var offset = this.bb!.__offset(this.bb_pos, 88);
1640 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1647 var offset = this.bb!.__offset(this.bb_pos, 90);
1648 …return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyUniqueAlias…
1656 var offset = this.bb!.__offset(this.bb_pos, 90);
1658 if (offset === 0) {
1662 this.bb!.writeUint8(this.bb_pos + offset, value);
1671 var offset = this.bb!.__offset(this.bb_pos, 92);
1672 return offset ? this.bb!.__union(obj, this.bb_pos + offset) : null;
1679 var offset = this.bb!.__offset(this.bb_pos, 94);
1680 …return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyAmbiguousAl…
1688 var offset = this.bb!.__offset(this.bb_pos, 94);
1690 if (offset === 0) {
1694 this.bb!.writeUint8(this.bb_pos + offset, value);
1703 var offset = this.bb!.__offset(this.bb_pos, 96);
1704 return offset ? this.bb!.__union(obj, this.bb_pos + offset) : null;
1712 var offset = this.bb!.__offset(this.bb_pos, 98);
1713 …return offset ? /** */ (this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index)) : /**…
1720 var offset = this.bb!.__offset(this.bb_pos, 98);
1721 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1728 var offset = this.bb!.__offset(this.bb_pos, 98);
1729offset ? new Int8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(th…
1741 * @param flatbuffers.Offset posOffset
1743 static addPos(builder:flatbuffers.Builder, posOffset:flatbuffers.Offset) {
1765 * @param flatbuffers.Offset nameOffset
1767 static addName(builder:flatbuffers.Builder, nameOffset:flatbuffers.Offset) {
1773 * @param flatbuffers.Offset inventoryOffset
1775 static addInventory(builder:flatbuffers.Builder, inventoryOffset:flatbuffers.Offset) {
1782 * @returns flatbuffers.Offset
1784 …createInventoryVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
1818 * @param flatbuffers.Offset testOffset
1820 static addTest(builder:flatbuffers.Builder, testOffset:flatbuffers.Offset) {
1826 * @param flatbuffers.Offset test4Offset
1828 static addTest4(builder:flatbuffers.Builder, test4Offset:flatbuffers.Offset) {
1842 * @param flatbuffers.Offset testarrayofstringOffset
1844 static addTestarrayofstring(builder:flatbuffers.Builder, testarrayofstringOffset:flatbuffers.Offset
1850 * @param Array.<flatbuffers.Offset> data
1851 * @returns flatbuffers.Offset
1853 …estarrayofstringVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
1871 * @param flatbuffers.Offset testarrayoftablesOffset
1873 static addTestarrayoftables(builder:flatbuffers.Builder, testarrayoftablesOffset:flatbuffers.Offset
1879 * @param Array.<flatbuffers.Offset> data
1880 * @returns flatbuffers.Offset
1882 …estarrayoftablesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
1900 * @param flatbuffers.Offset enemyOffset
1902 static addEnemy(builder:flatbuffers.Builder, enemyOffset:flatbuffers.Offset) {
1908 * @param flatbuffers.Offset testnestedflatbufferOffset
1910 …dTestnestedflatbuffer(builder:flatbuffers.Builder, testnestedflatbufferOffset:flatbuffers.Offset) {
1917 * @returns flatbuffers.Offset
1919 …estedflatbufferVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
1937 * @param flatbuffers.Offset testemptyOffset
1939 static addTestempty(builder:flatbuffers.Builder, testemptyOffset:flatbuffers.Offset) {
2017 * @param flatbuffers.Offset testarrayofboolsOffset
2019 static addTestarrayofbools(builder:flatbuffers.Builder, testarrayofboolsOffset:flatbuffers.Offset) {
2026 * @returns flatbuffers.Offset
2028 static createTestarrayofboolsVector(builder:flatbuffers.Builder, data:boolean[]):flatbuffers.Offset
2070 * @param flatbuffers.Offset testarrayofstring2Offset
2072 …c addTestarrayofstring2(builder:flatbuffers.Builder, testarrayofstring2Offset:flatbuffers.Offset) {
2078 * @param Array.<flatbuffers.Offset> data
2079 * @returns flatbuffers.Offset
2081 …starrayofstring2Vector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
2099 * @param flatbuffers.Offset testarrayofsortedstructOffset
2101 …rrayofsortedstruct(builder:flatbuffers.Builder, testarrayofsortedstructOffset:flatbuffers.Offset) {
2115 * @param flatbuffers.Offset flexOffset
2117 static addFlex(builder:flatbuffers.Builder, flexOffset:flatbuffers.Offset) {
2124 * @returns flatbuffers.Offset
2126 static createFlexVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset
2144 * @param flatbuffers.Offset test5Offset
2146 static addTest5(builder:flatbuffers.Builder, test5Offset:flatbuffers.Offset) {
2160 * @param flatbuffers.Offset vectorOfLongsOffset
2162 static addVectorOfLongs(builder:flatbuffers.Builder, vectorOfLongsOffset:flatbuffers.Offset) {
2169 * @returns flatbuffers.Offset
2171 …reateVectorOfLongsVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2189 * @param flatbuffers.Offset vectorOfDoublesOffset
2191 static addVectorOfDoubles(builder:flatbuffers.Builder, vectorOfDoublesOffset:flatbuffers.Offset) {
2198 * @returns flatbuffers.Offset
2200 …VectorOfDoublesVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
2218 * @param flatbuffers.Offset parentNamespaceTestOffset
2220 …addParentNamespaceTest(builder:flatbuffers.Builder, parentNamespaceTestOffset:flatbuffers.Offset) {
2226 * @param flatbuffers.Offset vectorOfReferrablesOffset
2228 …addVectorOfReferrables(builder:flatbuffers.Builder, vectorOfReferrablesOffset:flatbuffers.Offset) {
2234 * @param Array.<flatbuffers.Offset> data
2235 * @returns flatbuffers.Offset
2237 …torOfReferrablesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
2263 * @param flatbuffers.Offset vectorOfWeakReferencesOffset
2265 …torOfWeakReferences(builder:flatbuffers.Builder, vectorOfWeakReferencesOffset:flatbuffers.Offset) {
2272 * @returns flatbuffers.Offset
2274 …orOfWeakReferencesVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2292 * @param flatbuffers.Offset vectorOfStrongReferrablesOffset
2294 …trongReferrables(builder:flatbuffers.Builder, vectorOfStrongReferrablesOffset:flatbuffers.Offset) {
2300 * @param Array.<flatbuffers.Offset> data
2301 * @returns flatbuffers.Offset
2303 …trongReferrablesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
2329 * @param flatbuffers.Offset vectorOfCoOwningReferencesOffset
2331 …wningReferences(builder:flatbuffers.Builder, vectorOfCoOwningReferencesOffset:flatbuffers.Offset) {
2338 * @returns flatbuffers.Offset
2340 …CoOwningReferencesVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2366 * @param flatbuffers.Offset vectorOfNonOwningReferencesOffset
2368 …ningReferences(builder:flatbuffers.Builder, vectorOfNonOwningReferencesOffset:flatbuffers.Offset) {
2375 * @returns flatbuffers.Offset
2377 …onOwningReferencesVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2403 * @param flatbuffers.Offset anyUniqueOffset
2405 static addAnyUnique(builder:flatbuffers.Builder, anyUniqueOffset:flatbuffers.Offset) {
2419 * @param flatbuffers.Offset anyAmbiguousOffset
2421 static addAnyAmbiguous(builder:flatbuffers.Builder, anyAmbiguousOffset:flatbuffers.Offset) {
2427 * @param flatbuffers.Offset vectorOfEnumsOffset
2429 static addVectorOfEnums(builder:flatbuffers.Builder, vectorOfEnumsOffset:flatbuffers.Offset) {
2436 * @returns flatbuffers.Offset
2438 …eVectorOfEnumsVector(builder:flatbuffers.Builder, data:MyGame.Example.Color[]):flatbuffers.Offset {
2456 * @returns flatbuffers.Offset
2458 static endMonster(builder:flatbuffers.Builder):flatbuffers.Offset {
2459 var offset = builder.endObject();
2460 builder.requiredField(offset, 10); // name
2461 return offset;
2466 * @param flatbuffers.Offset offset
2468 static finishMonsterBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) {
2469 builder.finish(offset, 'MONS');
2472Offset, mana:number, hp:number, nameOffset:flatbuffers.Offset, inventoryOffset:flatbuffers.Offset,…
2557 var offset = this.bb!.__offset(this.bb_pos, 4);
2558 return offset ? this.bb!.readInt8(this.bb_pos + offset) : 0;
2566 var offset = this.bb!.__offset(this.bb_pos, 4);
2568 if (offset === 0) {
2572 this.bb!.writeInt8(this.bb_pos + offset, value);
2580 var offset = this.bb!.__offset(this.bb_pos, 6);
2581 return offset ? this.bb!.readUint8(this.bb_pos + offset) : 0;
2589 var offset = this.bb!.__offset(this.bb_pos, 6);
2591 if (offset === 0) {
2595 this.bb!.writeUint8(this.bb_pos + offset, value);
2603 var offset = this.bb!.__offset(this.bb_pos, 8);
2604 return offset ? this.bb!.readInt16(this.bb_pos + offset) : 0;
2612 var offset = this.bb!.__offset(this.bb_pos, 8);
2614 if (offset === 0) {
2618 this.bb!.writeInt16(this.bb_pos + offset, value);
2626 var offset = this.bb!.__offset(this.bb_pos, 10);
2627 return offset ? this.bb!.readUint16(this.bb_pos + offset) : 0;
2635 var offset = this.bb!.__offset(this.bb_pos, 10);
2637 if (offset === 0) {
2641 this.bb!.writeUint16(this.bb_pos + offset, value);
2649 var offset = this.bb!.__offset(this.bb_pos, 12);
2650 return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
2658 var offset = this.bb!.__offset(this.bb_pos, 12);
2660 if (offset === 0) {
2664 this.bb!.writeInt32(this.bb_pos + offset, value);
2672 var offset = this.bb!.__offset(this.bb_pos, 14);
2673 return offset ? this.bb!.readUint32(this.bb_pos + offset) : 0;
2681 var offset = this.bb!.__offset(this.bb_pos, 14);
2683 if (offset === 0) {
2687 this.bb!.writeUint32(this.bb_pos + offset, value);
2695 var offset = this.bb!.__offset(this.bb_pos, 16);
2696 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
2704 var offset = this.bb!.__offset(this.bb_pos, 16);
2706 if (offset === 0) {
2710 this.bb!.writeInt64(this.bb_pos + offset, value);
2718 var offset = this.bb!.__offset(this.bb_pos, 18);
2719 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
2727 var offset = this.bb!.__offset(this.bb_pos, 18);
2729 if (offset === 0) {
2733 this.bb!.writeUint64(this.bb_pos + offset, value);
2741 var offset = this.bb!.__offset(this.bb_pos, 20);
2742 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0;
2750 var offset = this.bb!.__offset(this.bb_pos, 20);
2752 if (offset === 0) {
2756 this.bb!.writeFloat32(this.bb_pos + offset, value);
2764 var offset = this.bb!.__offset(this.bb_pos, 22);
2765 return offset ? this.bb!.readFloat64(this.bb_pos + offset) : 0.0;
2773 var offset = this.bb!.__offset(this.bb_pos, 22);
2775 if (offset === 0) {
2779 this.bb!.writeFloat64(this.bb_pos + offset, value);
2788 var offset = this.bb!.__offset(this.bb_pos, 24);
2789 return offset ? this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
2796 var offset = this.bb!.__offset(this.bb_pos, 24);
2797 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
2804 var offset = this.bb!.__offset(this.bb_pos, 24);
2805offset ? new Int8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(th…
2813 var offset = this.bb!.__offset(this.bb_pos, 26);
2814 return offset ? this.bb!.readFloat64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : 0;
2821 var offset = this.bb!.__offset(this.bb_pos, 26);
2822 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
2829 var offset = this.bb!.__offset(this.bb_pos, 26);
2830offset ? new Float64Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector…
2922 * @param flatbuffers.Offset v8Offset
2924 static addV8(builder:flatbuffers.Builder, v8Offset:flatbuffers.Offset) {
2931 * @returns flatbuffers.Offset
2933 static createV8Vector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
2951 * @param flatbuffers.Offset vf64Offset
2953 static addVf64(builder:flatbuffers.Builder, vf64Offset:flatbuffers.Offset) {
2960 * @returns flatbuffers.Offset
2962 static createVf64Vector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset
2980 * @returns flatbuffers.Offset
2982 static endTypeAliases(builder:flatbuffers.Builder):flatbuffers.Offset {
2983 var offset = builder.endObject();
2984 return offset;
2987 …g, f32:number, f64:number, v8Offset:flatbuffers.Offset, vf64Offset:flatbuffers.Offset):flatbuffers…