// automatically generated by the FlatBuffers compiler, do not modify /** * @const * @namespace */ var MyGame = MyGame || {}; /** * @const * @namespace */ MyGame.Example = MyGame.Example || {}; /** * @const * @namespace */ MyGame.Example2 = MyGame.Example2 || {}; /** * @const * @namespace */ MyGame.OtherNameSpace = MyGame.OtherNameSpace || {}; /** * @enum */ MyGame.Example.Color = { Red: 1, 1: 'Red', Green: 2, 2: 'Green', Blue: 8, 8: 'Blue' }; /** * @enum */ MyGame.Example.Any = { NONE: 0, 0: 'NONE', Monster: 1, 1: 'Monster', TestSimpleTableWithEnum: 2, 2: 'TestSimpleTableWithEnum', MyGame_Example2_Monster: 3, 3: 'MyGame_Example2_Monster' }; /** * @enum */ MyGame.Example.AnyUniqueAliases = { NONE: 0, 0: 'NONE', M: 1, 1: 'M', T: 2, 2: 'T', M2: 3, 3: 'M2' }; /** * @enum */ MyGame.Example.AnyAmbiguousAliases = { NONE: 0, 0: 'NONE', M1: 1, 1: 'M1', M2: 2, 2: 'M2', M3: 3, 3: 'M3' }; /** * @constructor */ MyGame.InParentNamespace = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.InParentNamespace} */ MyGame.InParentNamespace.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.InParentNamespace=} obj * @returns {MyGame.InParentNamespace} */ MyGame.InParentNamespace.getRootAsInParentNamespace = function(bb, obj) { return (obj || new MyGame.InParentNamespace).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.Builder} builder */ MyGame.InParentNamespace.startInParentNamespace = function(builder) { builder.startObject(0); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.InParentNamespace.endInParentNamespace = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.InParentNamespace.createInParentNamespace = function(builder) { MyGame.InParentNamespace.startInParentNamespace(builder); return MyGame.InParentNamespace.endInParentNamespace(builder); } /** * @constructor */ MyGame.Example2.Monster = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example2.Monster} */ MyGame.Example2.Monster.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Example2.Monster=} obj * @returns {MyGame.Example2.Monster} */ MyGame.Example2.Monster.getRootAsMonster = function(bb, obj) { return (obj || new MyGame.Example2.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.Builder} builder */ MyGame.Example2.Monster.startMonster = function(builder) { builder.startObject(0); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example2.Monster.endMonster = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example2.Monster.createMonster = function(builder) { MyGame.Example2.Monster.startMonster(builder); return MyGame.Example2.Monster.endMonster(builder); } /** * @constructor */ MyGame.Example.Test = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.Test} */ MyGame.Example.Test.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @returns {number} */ MyGame.Example.Test.prototype.a = function() { return this.bb.readInt16(this.bb_pos); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Test.prototype.mutate_a = function(value) { var offset = this.bb.__offset(this.bb_pos, 0); if (offset === 0) { return false; } this.bb.writeInt16(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Test.prototype.b = function() { return this.bb.readInt8(this.bb_pos + 2); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Test.prototype.mutate_b = function(value) { var offset = this.bb.__offset(this.bb_pos, 2); if (offset === 0) { return false; } this.bb.writeInt8(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Builder} builder * @param {number} a * @param {number} b * @returns {flatbuffers.Offset} */ MyGame.Example.Test.createTest = function(builder, a, b) { builder.prep(2, 4); builder.pad(1); builder.writeInt8(b); builder.writeInt16(a); return builder.offset(); }; /** * @constructor */ MyGame.Example.TestSimpleTableWithEnum = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.TestSimpleTableWithEnum} */ MyGame.Example.TestSimpleTableWithEnum.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Example.TestSimpleTableWithEnum=} obj * @returns {MyGame.Example.TestSimpleTableWithEnum} */ MyGame.Example.TestSimpleTableWithEnum.getRootAsTestSimpleTableWithEnum = function(bb, obj) { return (obj || new MyGame.Example.TestSimpleTableWithEnum).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @returns {MyGame.Example.Color} */ MyGame.Example.TestSimpleTableWithEnum.prototype.color = function() { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? /** @type {MyGame.Example.Color} */ (this.bb.readInt8(this.bb_pos + offset)) : MyGame.Example.Color.Green; }; /** * @param {MyGame.Example.Color} value * @returns {boolean} */ MyGame.Example.TestSimpleTableWithEnum.prototype.mutate_color = function(value) { var offset = this.bb.__offset(this.bb_pos, 4); if (offset === 0) { return false; } this.bb.writeInt8(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Example.TestSimpleTableWithEnum.startTestSimpleTableWithEnum = function(builder) { builder.startObject(1); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Example.Color} color */ MyGame.Example.TestSimpleTableWithEnum.addColor = function(builder, color) { builder.addFieldInt8(0, color, MyGame.Example.Color.Green); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example.TestSimpleTableWithEnum.endTestSimpleTableWithEnum = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Example.Color} color * @returns {flatbuffers.Offset} */ MyGame.Example.TestSimpleTableWithEnum.createTestSimpleTableWithEnum = function(builder, color) { MyGame.Example.TestSimpleTableWithEnum.startTestSimpleTableWithEnum(builder); MyGame.Example.TestSimpleTableWithEnum.addColor(builder, color); return MyGame.Example.TestSimpleTableWithEnum.endTestSimpleTableWithEnum(builder); } /** * @constructor */ MyGame.Example.Vec3 = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.Vec3} */ MyGame.Example.Vec3.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @returns {number} */ MyGame.Example.Vec3.prototype.x = function() { return this.bb.readFloat32(this.bb_pos); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Vec3.prototype.mutate_x = function(value) { var offset = this.bb.__offset(this.bb_pos, 0); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Vec3.prototype.y = function() { return this.bb.readFloat32(this.bb_pos + 4); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Vec3.prototype.mutate_y = function(value) { var offset = this.bb.__offset(this.bb_pos, 4); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Vec3.prototype.z = function() { return this.bb.readFloat32(this.bb_pos + 8); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Vec3.prototype.mutate_z = function(value) { var offset = this.bb.__offset(this.bb_pos, 8); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Vec3.prototype.test1 = function() { return this.bb.readFloat64(this.bb_pos + 16); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Vec3.prototype.mutate_test1 = function(value) { var offset = this.bb.__offset(this.bb_pos, 16); if (offset === 0) { return false; } this.bb.writeFloat64(this.bb_pos + offset, value); return true; }; /** * @returns {MyGame.Example.Color} */ MyGame.Example.Vec3.prototype.test2 = function() { return /** @type {MyGame.Example.Color} */ (this.bb.readInt8(this.bb_pos + 24)); }; /** * @param {MyGame.Example.Color} value * @returns {boolean} */ MyGame.Example.Vec3.prototype.mutate_test2 = function(value) { var offset = this.bb.__offset(this.bb_pos, 24); if (offset === 0) { return false; } this.bb.writeInt8(this.bb_pos + offset, value); return true; }; /** * @param {MyGame.Example.Test=} obj * @returns {MyGame.Example.Test|null} */ MyGame.Example.Vec3.prototype.test3 = function(obj) { return (obj || new MyGame.Example.Test).__init(this.bb_pos + 26, this.bb); }; /** * @param {flatbuffers.Builder} builder * @param {number} x * @param {number} y * @param {number} z * @param {number} test1 * @param {MyGame.Example.Color} test2 * @param {number} test3_a * @param {number} test3_b * @returns {flatbuffers.Offset} */ MyGame.Example.Vec3.createVec3 = function(builder, x, y, z, test1, test2, test3_a, test3_b) { builder.prep(8, 32); builder.pad(2); builder.prep(2, 4); builder.pad(1); builder.writeInt8(test3_b); builder.writeInt16(test3_a); builder.pad(1); builder.writeInt8(test2); builder.writeFloat64(test1); builder.pad(4); builder.writeFloat32(z); builder.writeFloat32(y); builder.writeFloat32(x); return builder.offset(); }; /** * @constructor */ MyGame.Example.Ability = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.Ability} */ MyGame.Example.Ability.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @returns {number} */ MyGame.Example.Ability.prototype.id = function() { return this.bb.readUint32(this.bb_pos); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Ability.prototype.mutate_id = function(value) { var offset = this.bb.__offset(this.bb_pos, 0); if (offset === 0) { return false; } this.bb.writeUint32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Ability.prototype.distance = function() { return this.bb.readUint32(this.bb_pos + 4); }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Ability.prototype.mutate_distance = function(value) { var offset = this.bb.__offset(this.bb_pos, 4); if (offset === 0) { return false; } this.bb.writeUint32(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Builder} builder * @param {number} id * @param {number} distance * @returns {flatbuffers.Offset} */ MyGame.Example.Ability.createAbility = function(builder, id, distance) { builder.prep(4, 8); builder.writeInt32(distance); builder.writeInt32(id); return builder.offset(); }; /** * @constructor */ MyGame.Example.Stat = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.Stat} */ MyGame.Example.Stat.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Example.Stat=} obj * @returns {MyGame.Example.Stat} */ MyGame.Example.Stat.getRootAsStat = function(bb, obj) { return (obj || new MyGame.Example.Stat).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.Encoding=} optionalEncoding * @returns {string|Uint8Array|null} */ MyGame.Example.Stat.prototype.id = function(optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Stat.prototype.val = function() { var offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Stat.prototype.mutate_val = function(value) { var offset = this.bb.__offset(this.bb_pos, 6); if (offset === 0) { return false; } this.bb.writeInt64(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Stat.prototype.count = function() { var offset = this.bb.__offset(this.bb_pos, 8); return offset ? this.bb.readUint16(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Stat.prototype.mutate_count = function(value) { var offset = this.bb.__offset(this.bb_pos, 8); if (offset === 0) { return false; } this.bb.writeUint16(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Example.Stat.startStat = function(builder) { builder.startObject(3); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} idOffset */ MyGame.Example.Stat.addId = function(builder, idOffset) { builder.addFieldOffset(0, idOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} val */ MyGame.Example.Stat.addVal = function(builder, val) { builder.addFieldInt64(1, val, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {number} count */ MyGame.Example.Stat.addCount = function(builder, count) { builder.addFieldInt16(2, count, 0); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example.Stat.endStat = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} idOffset * @param {flatbuffers.Long} val * @param {number} count * @returns {flatbuffers.Offset} */ MyGame.Example.Stat.createStat = function(builder, idOffset, val, count) { MyGame.Example.Stat.startStat(builder); MyGame.Example.Stat.addId(builder, idOffset); MyGame.Example.Stat.addVal(builder, val); MyGame.Example.Stat.addCount(builder, count); return MyGame.Example.Stat.endStat(builder); } /** * @constructor */ MyGame.Example.Referrable = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.Referrable} */ MyGame.Example.Referrable.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Example.Referrable=} obj * @returns {MyGame.Example.Referrable} */ MyGame.Example.Referrable.getRootAsReferrable = function(bb, obj) { return (obj || new MyGame.Example.Referrable).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Referrable.prototype.id = function() { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Referrable.prototype.mutate_id = function(value) { var offset = this.bb.__offset(this.bb_pos, 4); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Example.Referrable.startReferrable = function(builder) { builder.startObject(1); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} id */ MyGame.Example.Referrable.addId = function(builder, id) { builder.addFieldInt64(0, id, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example.Referrable.endReferrable = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} id * @returns {flatbuffers.Offset} */ MyGame.Example.Referrable.createReferrable = function(builder, id) { MyGame.Example.Referrable.startReferrable(builder); MyGame.Example.Referrable.addId(builder, id); return MyGame.Example.Referrable.endReferrable(builder); } /** * an example documentation comment: monster object * * @constructor */ MyGame.Example.Monster = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.Monster} */ MyGame.Example.Monster.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Example.Monster=} obj * @returns {MyGame.Example.Monster} */ MyGame.Example.Monster.getRootAsMonster = function(bb, obj) { return (obj || new MyGame.Example.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @param {flatbuffers.ByteBuffer} bb * @returns {boolean} */ MyGame.Example.Monster.bufferHasIdentifier = function(bb) { return bb.__has_identifier('MONS'); }; /** * @param {MyGame.Example.Vec3=} obj * @returns {MyGame.Example.Vec3|null} */ MyGame.Example.Monster.prototype.pos = function(obj) { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? (obj || new MyGame.Example.Vec3).__init(this.bb_pos + offset, this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.mana = function() { var offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.readInt16(this.bb_pos + offset) : 150; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_mana = function(value) { var offset = this.bb.__offset(this.bb_pos, 6); if (offset === 0) { return false; } this.bb.writeInt16(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.hp = function() { var offset = this.bb.__offset(this.bb_pos, 8); return offset ? this.bb.readInt16(this.bb_pos + offset) : 100; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_hp = function(value) { var offset = this.bb.__offset(this.bb_pos, 8); if (offset === 0) { return false; } this.bb.writeInt16(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Encoding=} optionalEncoding * @returns {string|Uint8Array|null} */ MyGame.Example.Monster.prototype.name = function(optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 10); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; }; /** * @param {number} index * @returns {number} */ MyGame.Example.Monster.prototype.inventory = function(index) { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? this.bb.readUint8(this.bb.__vector(this.bb_pos + offset) + index) : 0; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.inventoryLength = function() { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Uint8Array} */ MyGame.Example.Monster.prototype.inventoryArray = function() { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? new Uint8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @returns {MyGame.Example.Color} */ MyGame.Example.Monster.prototype.color = function() { var offset = this.bb.__offset(this.bb_pos, 16); return offset ? /** @type {MyGame.Example.Color} */ (this.bb.readInt8(this.bb_pos + offset)) : MyGame.Example.Color.Blue; }; /** * @param {MyGame.Example.Color} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_color = function(value) { var offset = this.bb.__offset(this.bb_pos, 16); if (offset === 0) { return false; } this.bb.writeInt8(this.bb_pos + offset, value); return true; }; /** * @returns {MyGame.Example.Any} */ MyGame.Example.Monster.prototype.testType = function() { var offset = this.bb.__offset(this.bb_pos, 18); return offset ? /** @type {MyGame.Example.Any} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Example.Any.NONE; }; /** * @param {MyGame.Example.Any} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_test_type = function(value) { var offset = this.bb.__offset(this.bb_pos, 18); if (offset === 0) { return false; } this.bb.writeUint8(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Table} obj * @returns {?flatbuffers.Table} */ MyGame.Example.Monster.prototype.test = function(obj) { var offset = this.bb.__offset(this.bb_pos, 20); return offset ? this.bb.__union(obj, this.bb_pos + offset) : null; }; /** * @param {number} index * @param {MyGame.Example.Test=} obj * @returns {MyGame.Example.Test} */ MyGame.Example.Monster.prototype.test4 = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 22); return offset ? (obj || new MyGame.Example.Test).__init(this.bb.__vector(this.bb_pos + offset) + index * 4, this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.test4Length = function() { var offset = this.bb.__offset(this.bb_pos, 22); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {number} index * @param {flatbuffers.Encoding=} optionalEncoding * @returns {string|Uint8Array} */ MyGame.Example.Monster.prototype.testarrayofstring = function(index, optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? this.bb.__string(this.bb.__vector(this.bb_pos + offset) + index * 4, optionalEncoding) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testarrayofstringLength = function() { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * an example documentation comment: this will end up in the generated code * multiline too * * @param {number} index * @param {MyGame.Example.Monster=} obj * @returns {MyGame.Example.Monster} */ MyGame.Example.Monster.prototype.testarrayoftables = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 26); return offset ? (obj || new MyGame.Example.Monster).__init(this.bb.__indirect(this.bb.__vector(this.bb_pos + offset) + index * 4), this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testarrayoftablesLength = function() { var offset = this.bb.__offset(this.bb_pos, 26); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {MyGame.Example.Monster=} obj * @returns {MyGame.Example.Monster|null} */ MyGame.Example.Monster.prototype.enemy = function(obj) { var offset = this.bb.__offset(this.bb_pos, 28); return offset ? (obj || new MyGame.Example.Monster).__init(this.bb.__indirect(this.bb_pos + offset), this.bb) : null; }; /** * @param {number} index * @returns {number} */ MyGame.Example.Monster.prototype.testnestedflatbuffer = function(index) { var offset = this.bb.__offset(this.bb_pos, 30); return offset ? this.bb.readUint8(this.bb.__vector(this.bb_pos + offset) + index) : 0; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testnestedflatbufferLength = function() { var offset = this.bb.__offset(this.bb_pos, 30); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Uint8Array} */ MyGame.Example.Monster.prototype.testnestedflatbufferArray = function() { var offset = this.bb.__offset(this.bb_pos, 30); return offset ? new Uint8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @param {MyGame.Example.Stat=} obj * @returns {MyGame.Example.Stat|null} */ MyGame.Example.Monster.prototype.testempty = function(obj) { var offset = this.bb.__offset(this.bb_pos, 32); return offset ? (obj || new MyGame.Example.Stat).__init(this.bb.__indirect(this.bb_pos + offset), this.bb) : null; }; /** * @returns {boolean} */ MyGame.Example.Monster.prototype.testbool = function() { var offset = this.bb.__offset(this.bb_pos, 34); return offset ? !!this.bb.readInt8(this.bb_pos + offset) : false; }; /** * @param {boolean} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testbool = function(value) { var offset = this.bb.__offset(this.bb_pos, 34); if (offset === 0) { return false; } this.bb.writeInt8(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testhashs32Fnv1 = function() { var offset = this.bb.__offset(this.bb_pos, 36); return offset ? this.bb.readInt32(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashs32_fnv1 = function(value) { var offset = this.bb.__offset(this.bb_pos, 36); if (offset === 0) { return false; } this.bb.writeInt32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testhashu32Fnv1 = function() { var offset = this.bb.__offset(this.bb_pos, 38); return offset ? this.bb.readUint32(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashu32_fnv1 = function(value) { var offset = this.bb.__offset(this.bb_pos, 38); if (offset === 0) { return false; } this.bb.writeUint32(this.bb_pos + offset, value); return true; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.testhashs64Fnv1 = function() { var offset = this.bb.__offset(this.bb_pos, 40); return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashs64_fnv1 = function(value) { var offset = this.bb.__offset(this.bb_pos, 40); if (offset === 0) { return false; } this.bb.writeInt64(this.bb_pos + offset, value); return true; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.testhashu64Fnv1 = function() { var offset = this.bb.__offset(this.bb_pos, 42); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashu64_fnv1 = function(value) { var offset = this.bb.__offset(this.bb_pos, 42); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testhashs32Fnv1a = function() { var offset = this.bb.__offset(this.bb_pos, 44); return offset ? this.bb.readInt32(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashs32_fnv1a = function(value) { var offset = this.bb.__offset(this.bb_pos, 44); if (offset === 0) { return false; } this.bb.writeInt32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testhashu32Fnv1a = function() { var offset = this.bb.__offset(this.bb_pos, 46); return offset ? this.bb.readUint32(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashu32_fnv1a = function(value) { var offset = this.bb.__offset(this.bb_pos, 46); if (offset === 0) { return false; } this.bb.writeUint32(this.bb_pos + offset, value); return true; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.testhashs64Fnv1a = function() { var offset = this.bb.__offset(this.bb_pos, 48); return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashs64_fnv1a = function(value) { var offset = this.bb.__offset(this.bb_pos, 48); if (offset === 0) { return false; } this.bb.writeInt64(this.bb_pos + offset, value); return true; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.testhashu64Fnv1a = function() { var offset = this.bb.__offset(this.bb_pos, 50); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testhashu64_fnv1a = function(value) { var offset = this.bb.__offset(this.bb_pos, 50); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @param {number} index * @returns {boolean} */ MyGame.Example.Monster.prototype.testarrayofbools = function(index) { var offset = this.bb.__offset(this.bb_pos, 52); return offset ? !!this.bb.readInt8(this.bb.__vector(this.bb_pos + offset) + index) : false; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testarrayofboolsLength = function() { var offset = this.bb.__offset(this.bb_pos, 52); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Int8Array} */ MyGame.Example.Monster.prototype.testarrayofboolsArray = function() { var offset = this.bb.__offset(this.bb_pos, 52); return offset ? new Int8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testf = function() { var offset = this.bb.__offset(this.bb_pos, 54); return offset ? this.bb.readFloat32(this.bb_pos + offset) : 3.14159; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testf = function(value) { var offset = this.bb.__offset(this.bb_pos, 54); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testf2 = function() { var offset = this.bb.__offset(this.bb_pos, 56); return offset ? this.bb.readFloat32(this.bb_pos + offset) : 3.0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testf2 = function(value) { var offset = this.bb.__offset(this.bb_pos, 56); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testf3 = function() { var offset = this.bb.__offset(this.bb_pos, 58); return offset ? this.bb.readFloat32(this.bb_pos + offset) : 0.0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_testf3 = function(value) { var offset = this.bb.__offset(this.bb_pos, 58); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @param {number} index * @param {flatbuffers.Encoding=} optionalEncoding * @returns {string|Uint8Array} */ MyGame.Example.Monster.prototype.testarrayofstring2 = function(index, optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 60); return offset ? this.bb.__string(this.bb.__vector(this.bb_pos + offset) + index * 4, optionalEncoding) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testarrayofstring2Length = function() { var offset = this.bb.__offset(this.bb_pos, 60); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {number} index * @param {MyGame.Example.Ability=} obj * @returns {MyGame.Example.Ability} */ MyGame.Example.Monster.prototype.testarrayofsortedstruct = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 62); return offset ? (obj || new MyGame.Example.Ability).__init(this.bb.__vector(this.bb_pos + offset) + index * 8, this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.testarrayofsortedstructLength = function() { var offset = this.bb.__offset(this.bb_pos, 62); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {number} index * @returns {number} */ MyGame.Example.Monster.prototype.flex = function(index) { var offset = this.bb.__offset(this.bb_pos, 64); return offset ? this.bb.readUint8(this.bb.__vector(this.bb_pos + offset) + index) : 0; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.flexLength = function() { var offset = this.bb.__offset(this.bb_pos, 64); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Uint8Array} */ MyGame.Example.Monster.prototype.flexArray = function() { var offset = this.bb.__offset(this.bb_pos, 64); return offset ? new Uint8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @param {number} index * @param {MyGame.Example.Test=} obj * @returns {MyGame.Example.Test} */ MyGame.Example.Monster.prototype.test5 = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 66); return offset ? (obj || new MyGame.Example.Test).__init(this.bb.__vector(this.bb_pos + offset) + index * 4, this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.test5Length = function() { var offset = this.bb.__offset(this.bb_pos, 66); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {number} index * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.vectorOfLongs = function(index) { var offset = this.bb.__offset(this.bb_pos, 68); return offset ? this.bb.readInt64(this.bb.__vector(this.bb_pos + offset) + index * 8) : this.bb.createLong(0, 0); }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfLongsLength = function() { var offset = this.bb.__offset(this.bb_pos, 68); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {number} index * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfDoubles = function(index) { var offset = this.bb.__offset(this.bb_pos, 70); return offset ? this.bb.readFloat64(this.bb.__vector(this.bb_pos + offset) + index * 8) : 0; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfDoublesLength = function() { var offset = this.bb.__offset(this.bb_pos, 70); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Float64Array} */ MyGame.Example.Monster.prototype.vectorOfDoublesArray = function() { var offset = this.bb.__offset(this.bb_pos, 70); return offset ? new Float64Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @param {MyGame.InParentNamespace=} obj * @returns {MyGame.InParentNamespace|null} */ MyGame.Example.Monster.prototype.parentNamespaceTest = function(obj) { var offset = this.bb.__offset(this.bb_pos, 72); return offset ? (obj || new MyGame.InParentNamespace).__init(this.bb.__indirect(this.bb_pos + offset), this.bb) : null; }; /** * @param {number} index * @param {MyGame.Example.Referrable=} obj * @returns {MyGame.Example.Referrable} */ MyGame.Example.Monster.prototype.vectorOfReferrables = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 74); return offset ? (obj || new MyGame.Example.Referrable).__init(this.bb.__indirect(this.bb.__vector(this.bb_pos + offset) + index * 4), this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfReferrablesLength = function() { var offset = this.bb.__offset(this.bb_pos, 74); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.singleWeakReference = function() { var offset = this.bb.__offset(this.bb_pos, 76); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_single_weak_reference = function(value) { var offset = this.bb.__offset(this.bb_pos, 76); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @param {number} index * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.vectorOfWeakReferences = function(index) { var offset = this.bb.__offset(this.bb_pos, 78); return offset ? this.bb.readUint64(this.bb.__vector(this.bb_pos + offset) + index * 8) : this.bb.createLong(0, 0); }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfWeakReferencesLength = function() { var offset = this.bb.__offset(this.bb_pos, 78); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @param {number} index * @param {MyGame.Example.Referrable=} obj * @returns {MyGame.Example.Referrable} */ MyGame.Example.Monster.prototype.vectorOfStrongReferrables = function(index, obj) { var offset = this.bb.__offset(this.bb_pos, 80); return offset ? (obj || new MyGame.Example.Referrable).__init(this.bb.__indirect(this.bb.__vector(this.bb_pos + offset) + index * 4), this.bb) : null; }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfStrongReferrablesLength = function() { var offset = this.bb.__offset(this.bb_pos, 80); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.coOwningReference = function() { var offset = this.bb.__offset(this.bb_pos, 82); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_co_owning_reference = function(value) { var offset = this.bb.__offset(this.bb_pos, 82); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @param {number} index * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.vectorOfCoOwningReferences = function(index) { var offset = this.bb.__offset(this.bb_pos, 84); return offset ? this.bb.readUint64(this.bb.__vector(this.bb_pos + offset) + index * 8) : this.bb.createLong(0, 0); }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfCoOwningReferencesLength = function() { var offset = this.bb.__offset(this.bb_pos, 84); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.nonOwningReference = function() { var offset = this.bb.__offset(this.bb_pos, 86); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_non_owning_reference = function(value) { var offset = this.bb.__offset(this.bb_pos, 86); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @param {number} index * @returns {flatbuffers.Long} */ MyGame.Example.Monster.prototype.vectorOfNonOwningReferences = function(index) { var offset = this.bb.__offset(this.bb_pos, 88); return offset ? this.bb.readUint64(this.bb.__vector(this.bb_pos + offset) + index * 8) : this.bb.createLong(0, 0); }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfNonOwningReferencesLength = function() { var offset = this.bb.__offset(this.bb_pos, 88); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {MyGame.Example.AnyUniqueAliases} */ MyGame.Example.Monster.prototype.anyUniqueType = function() { var offset = this.bb.__offset(this.bb_pos, 90); return offset ? /** @type {MyGame.Example.AnyUniqueAliases} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyUniqueAliases.NONE; }; /** * @param {MyGame.Example.AnyUniqueAliases} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_any_unique_type = function(value) { var offset = this.bb.__offset(this.bb_pos, 90); if (offset === 0) { return false; } this.bb.writeUint8(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Table} obj * @returns {?flatbuffers.Table} */ MyGame.Example.Monster.prototype.anyUnique = function(obj) { var offset = this.bb.__offset(this.bb_pos, 92); return offset ? this.bb.__union(obj, this.bb_pos + offset) : null; }; /** * @returns {MyGame.Example.AnyAmbiguousAliases} */ MyGame.Example.Monster.prototype.anyAmbiguousType = function() { var offset = this.bb.__offset(this.bb_pos, 94); return offset ? /** @type {MyGame.Example.AnyAmbiguousAliases} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyAmbiguousAliases.NONE; }; /** * @param {MyGame.Example.AnyAmbiguousAliases} value * @returns {boolean} */ MyGame.Example.Monster.prototype.mutate_any_ambiguous_type = function(value) { var offset = this.bb.__offset(this.bb_pos, 94); if (offset === 0) { return false; } this.bb.writeUint8(this.bb_pos + offset, value); return true; }; /** * @param {flatbuffers.Table} obj * @returns {?flatbuffers.Table} */ MyGame.Example.Monster.prototype.anyAmbiguous = function(obj) { var offset = this.bb.__offset(this.bb_pos, 96); return offset ? this.bb.__union(obj, this.bb_pos + offset) : null; }; /** * @param {number} index * @returns {MyGame.Example.Color} */ MyGame.Example.Monster.prototype.vectorOfEnums = function(index) { var offset = this.bb.__offset(this.bb_pos, 98); return offset ? /** @type {MyGame.Example.Color} */ (this.bb.readInt8(this.bb.__vector(this.bb_pos + offset) + index)) : /** @type {MyGame.Example.Color} */ (0); }; /** * @returns {number} */ MyGame.Example.Monster.prototype.vectorOfEnumsLength = function() { var offset = this.bb.__offset(this.bb_pos, 98); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Int8Array} */ MyGame.Example.Monster.prototype.vectorOfEnumsArray = function() { var offset = this.bb.__offset(this.bb_pos, 98); return offset ? new Int8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Example.Monster.startMonster = function(builder) { builder.startObject(48); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} posOffset */ MyGame.Example.Monster.addPos = function(builder, posOffset) { builder.addFieldStruct(0, posOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} mana */ MyGame.Example.Monster.addMana = function(builder, mana) { builder.addFieldInt16(1, mana, 150); }; /** * @param {flatbuffers.Builder} builder * @param {number} hp */ MyGame.Example.Monster.addHp = function(builder, hp) { builder.addFieldInt16(2, hp, 100); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} nameOffset */ MyGame.Example.Monster.addName = function(builder, nameOffset) { builder.addFieldOffset(3, nameOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} inventoryOffset */ MyGame.Example.Monster.addInventory = function(builder, inventoryOffset) { builder.addFieldOffset(5, inventoryOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createInventoryVector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startInventoryVector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Example.Color} color */ MyGame.Example.Monster.addColor = function(builder, color) { builder.addFieldInt8(6, color, MyGame.Example.Color.Blue); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Example.Any} testType */ MyGame.Example.Monster.addTestType = function(builder, testType) { builder.addFieldInt8(7, testType, MyGame.Example.Any.NONE); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testOffset */ MyGame.Example.Monster.addTest = function(builder, testOffset) { builder.addFieldOffset(8, testOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} test4Offset */ MyGame.Example.Monster.addTest4 = function(builder, test4Offset) { builder.addFieldOffset(9, test4Offset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTest4Vector = function(builder, numElems) { builder.startVector(4, numElems, 2); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testarrayofstringOffset */ MyGame.Example.Monster.addTestarrayofstring = function(builder, testarrayofstringOffset) { builder.addFieldOffset(10, testarrayofstringOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createTestarrayofstringVector = function(builder, data) { builder.startVector(4, data.length, 4); for (var i = data.length - 1; i >= 0; i--) { builder.addOffset(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTestarrayofstringVector = function(builder, numElems) { builder.startVector(4, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testarrayoftablesOffset */ MyGame.Example.Monster.addTestarrayoftables = function(builder, testarrayoftablesOffset) { builder.addFieldOffset(11, testarrayoftablesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createTestarrayoftablesVector = function(builder, data) { builder.startVector(4, data.length, 4); for (var i = data.length - 1; i >= 0; i--) { builder.addOffset(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTestarrayoftablesVector = function(builder, numElems) { builder.startVector(4, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} enemyOffset */ MyGame.Example.Monster.addEnemy = function(builder, enemyOffset) { builder.addFieldOffset(12, enemyOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testnestedflatbufferOffset */ MyGame.Example.Monster.addTestnestedflatbuffer = function(builder, testnestedflatbufferOffset) { builder.addFieldOffset(13, testnestedflatbufferOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createTestnestedflatbufferVector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTestnestedflatbufferVector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testemptyOffset */ MyGame.Example.Monster.addTestempty = function(builder, testemptyOffset) { builder.addFieldOffset(14, testemptyOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {boolean} testbool */ MyGame.Example.Monster.addTestbool = function(builder, testbool) { builder.addFieldInt8(15, +testbool, +false); }; /** * @param {flatbuffers.Builder} builder * @param {number} testhashs32Fnv1 */ MyGame.Example.Monster.addTesthashs32Fnv1 = function(builder, testhashs32Fnv1) { builder.addFieldInt32(16, testhashs32Fnv1, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} testhashu32Fnv1 */ MyGame.Example.Monster.addTesthashu32Fnv1 = function(builder, testhashu32Fnv1) { builder.addFieldInt32(17, testhashu32Fnv1, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} testhashs64Fnv1 */ MyGame.Example.Monster.addTesthashs64Fnv1 = function(builder, testhashs64Fnv1) { builder.addFieldInt64(18, testhashs64Fnv1, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} testhashu64Fnv1 */ MyGame.Example.Monster.addTesthashu64Fnv1 = function(builder, testhashu64Fnv1) { builder.addFieldInt64(19, testhashu64Fnv1, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {number} testhashs32Fnv1a */ MyGame.Example.Monster.addTesthashs32Fnv1a = function(builder, testhashs32Fnv1a) { builder.addFieldInt32(20, testhashs32Fnv1a, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} testhashu32Fnv1a */ MyGame.Example.Monster.addTesthashu32Fnv1a = function(builder, testhashu32Fnv1a) { builder.addFieldInt32(21, testhashu32Fnv1a, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} testhashs64Fnv1a */ MyGame.Example.Monster.addTesthashs64Fnv1a = function(builder, testhashs64Fnv1a) { builder.addFieldInt64(22, testhashs64Fnv1a, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} testhashu64Fnv1a */ MyGame.Example.Monster.addTesthashu64Fnv1a = function(builder, testhashu64Fnv1a) { builder.addFieldInt64(23, testhashu64Fnv1a, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testarrayofboolsOffset */ MyGame.Example.Monster.addTestarrayofbools = function(builder, testarrayofboolsOffset) { builder.addFieldOffset(24, testarrayofboolsOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createTestarrayofboolsVector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(+data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTestarrayofboolsVector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @param {number} testf */ MyGame.Example.Monster.addTestf = function(builder, testf) { builder.addFieldFloat32(25, testf, 3.14159); }; /** * @param {flatbuffers.Builder} builder * @param {number} testf2 */ MyGame.Example.Monster.addTestf2 = function(builder, testf2) { builder.addFieldFloat32(26, testf2, 3.0); }; /** * @param {flatbuffers.Builder} builder * @param {number} testf3 */ MyGame.Example.Monster.addTestf3 = function(builder, testf3) { builder.addFieldFloat32(27, testf3, 0.0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testarrayofstring2Offset */ MyGame.Example.Monster.addTestarrayofstring2 = function(builder, testarrayofstring2Offset) { builder.addFieldOffset(28, testarrayofstring2Offset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createTestarrayofstring2Vector = function(builder, data) { builder.startVector(4, data.length, 4); for (var i = data.length - 1; i >= 0; i--) { builder.addOffset(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTestarrayofstring2Vector = function(builder, numElems) { builder.startVector(4, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} testarrayofsortedstructOffset */ MyGame.Example.Monster.addTestarrayofsortedstruct = function(builder, testarrayofsortedstructOffset) { builder.addFieldOffset(29, testarrayofsortedstructOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTestarrayofsortedstructVector = function(builder, numElems) { builder.startVector(8, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} flexOffset */ MyGame.Example.Monster.addFlex = function(builder, flexOffset) { builder.addFieldOffset(30, flexOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createFlexVector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startFlexVector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} test5Offset */ MyGame.Example.Monster.addTest5 = function(builder, test5Offset) { builder.addFieldOffset(31, test5Offset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startTest5Vector = function(builder, numElems) { builder.startVector(4, numElems, 2); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfLongsOffset */ MyGame.Example.Monster.addVectorOfLongs = function(builder, vectorOfLongsOffset) { builder.addFieldOffset(32, vectorOfLongsOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfLongsVector = function(builder, data) { builder.startVector(8, data.length, 8); for (var i = data.length - 1; i >= 0; i--) { builder.addInt64(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfLongsVector = function(builder, numElems) { builder.startVector(8, numElems, 8); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfDoublesOffset */ MyGame.Example.Monster.addVectorOfDoubles = function(builder, vectorOfDoublesOffset) { builder.addFieldOffset(33, vectorOfDoublesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfDoublesVector = function(builder, data) { builder.startVector(8, data.length, 8); for (var i = data.length - 1; i >= 0; i--) { builder.addFloat64(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfDoublesVector = function(builder, numElems) { builder.startVector(8, numElems, 8); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} parentNamespaceTestOffset */ MyGame.Example.Monster.addParentNamespaceTest = function(builder, parentNamespaceTestOffset) { builder.addFieldOffset(34, parentNamespaceTestOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfReferrablesOffset */ MyGame.Example.Monster.addVectorOfReferrables = function(builder, vectorOfReferrablesOffset) { builder.addFieldOffset(35, vectorOfReferrablesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfReferrablesVector = function(builder, data) { builder.startVector(4, data.length, 4); for (var i = data.length - 1; i >= 0; i--) { builder.addOffset(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfReferrablesVector = function(builder, numElems) { builder.startVector(4, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} singleWeakReference */ MyGame.Example.Monster.addSingleWeakReference = function(builder, singleWeakReference) { builder.addFieldInt64(36, singleWeakReference, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfWeakReferencesOffset */ MyGame.Example.Monster.addVectorOfWeakReferences = function(builder, vectorOfWeakReferencesOffset) { builder.addFieldOffset(37, vectorOfWeakReferencesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfWeakReferencesVector = function(builder, data) { builder.startVector(8, data.length, 8); for (var i = data.length - 1; i >= 0; i--) { builder.addInt64(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfWeakReferencesVector = function(builder, numElems) { builder.startVector(8, numElems, 8); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfStrongReferrablesOffset */ MyGame.Example.Monster.addVectorOfStrongReferrables = function(builder, vectorOfStrongReferrablesOffset) { builder.addFieldOffset(38, vectorOfStrongReferrablesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfStrongReferrablesVector = function(builder, data) { builder.startVector(4, data.length, 4); for (var i = data.length - 1; i >= 0; i--) { builder.addOffset(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfStrongReferrablesVector = function(builder, numElems) { builder.startVector(4, numElems, 4); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} coOwningReference */ MyGame.Example.Monster.addCoOwningReference = function(builder, coOwningReference) { builder.addFieldInt64(39, coOwningReference, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfCoOwningReferencesOffset */ MyGame.Example.Monster.addVectorOfCoOwningReferences = function(builder, vectorOfCoOwningReferencesOffset) { builder.addFieldOffset(40, vectorOfCoOwningReferencesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfCoOwningReferencesVector = function(builder, data) { builder.startVector(8, data.length, 8); for (var i = data.length - 1; i >= 0; i--) { builder.addInt64(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfCoOwningReferencesVector = function(builder, numElems) { builder.startVector(8, numElems, 8); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} nonOwningReference */ MyGame.Example.Monster.addNonOwningReference = function(builder, nonOwningReference) { builder.addFieldInt64(41, nonOwningReference, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfNonOwningReferencesOffset */ MyGame.Example.Monster.addVectorOfNonOwningReferences = function(builder, vectorOfNonOwningReferencesOffset) { builder.addFieldOffset(42, vectorOfNonOwningReferencesOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfNonOwningReferencesVector = function(builder, data) { builder.startVector(8, data.length, 8); for (var i = data.length - 1; i >= 0; i--) { builder.addInt64(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfNonOwningReferencesVector = function(builder, numElems) { builder.startVector(8, numElems, 8); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Example.AnyUniqueAliases} anyUniqueType */ MyGame.Example.Monster.addAnyUniqueType = function(builder, anyUniqueType) { builder.addFieldInt8(43, anyUniqueType, MyGame.Example.AnyUniqueAliases.NONE); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} anyUniqueOffset */ MyGame.Example.Monster.addAnyUnique = function(builder, anyUniqueOffset) { builder.addFieldOffset(44, anyUniqueOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {MyGame.Example.AnyAmbiguousAliases} anyAmbiguousType */ MyGame.Example.Monster.addAnyAmbiguousType = function(builder, anyAmbiguousType) { builder.addFieldInt8(45, anyAmbiguousType, MyGame.Example.AnyAmbiguousAliases.NONE); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} anyAmbiguousOffset */ MyGame.Example.Monster.addAnyAmbiguous = function(builder, anyAmbiguousOffset) { builder.addFieldOffset(46, anyAmbiguousOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vectorOfEnumsOffset */ MyGame.Example.Monster.addVectorOfEnums = function(builder, vectorOfEnumsOffset) { builder.addFieldOffset(47, vectorOfEnumsOffset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createVectorOfEnumsVector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.Monster.startVectorOfEnumsVector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.endMonster = function(builder) { var offset = builder.endObject(); builder.requiredField(offset, 10); // name return offset; }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} offset */ MyGame.Example.Monster.finishMonsterBuffer = function(builder, offset) { builder.finish(offset, 'MONS'); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} posOffset * @param {number} mana * @param {number} hp * @param {flatbuffers.Offset} nameOffset * @param {flatbuffers.Offset} inventoryOffset * @param {MyGame.Example.Color} color * @param {MyGame.Example.Any} testType * @param {flatbuffers.Offset} testOffset * @param {flatbuffers.Offset} test4Offset * @param {flatbuffers.Offset} testarrayofstringOffset * @param {flatbuffers.Offset} testarrayoftablesOffset * @param {flatbuffers.Offset} enemyOffset * @param {flatbuffers.Offset} testnestedflatbufferOffset * @param {flatbuffers.Offset} testemptyOffset * @param {boolean} testbool * @param {number} testhashs32Fnv1 * @param {number} testhashu32Fnv1 * @param {flatbuffers.Long} testhashs64Fnv1 * @param {flatbuffers.Long} testhashu64Fnv1 * @param {number} testhashs32Fnv1a * @param {number} testhashu32Fnv1a * @param {flatbuffers.Long} testhashs64Fnv1a * @param {flatbuffers.Long} testhashu64Fnv1a * @param {flatbuffers.Offset} testarrayofboolsOffset * @param {number} testf * @param {number} testf2 * @param {number} testf3 * @param {flatbuffers.Offset} testarrayofstring2Offset * @param {flatbuffers.Offset} testarrayofsortedstructOffset * @param {flatbuffers.Offset} flexOffset * @param {flatbuffers.Offset} test5Offset * @param {flatbuffers.Offset} vectorOfLongsOffset * @param {flatbuffers.Offset} vectorOfDoublesOffset * @param {flatbuffers.Offset} parentNamespaceTestOffset * @param {flatbuffers.Offset} vectorOfReferrablesOffset * @param {flatbuffers.Long} singleWeakReference * @param {flatbuffers.Offset} vectorOfWeakReferencesOffset * @param {flatbuffers.Offset} vectorOfStrongReferrablesOffset * @param {flatbuffers.Long} coOwningReference * @param {flatbuffers.Offset} vectorOfCoOwningReferencesOffset * @param {flatbuffers.Long} nonOwningReference * @param {flatbuffers.Offset} vectorOfNonOwningReferencesOffset * @param {MyGame.Example.AnyUniqueAliases} anyUniqueType * @param {flatbuffers.Offset} anyUniqueOffset * @param {MyGame.Example.AnyAmbiguousAliases} anyAmbiguousType * @param {flatbuffers.Offset} anyAmbiguousOffset * @param {flatbuffers.Offset} vectorOfEnumsOffset * @returns {flatbuffers.Offset} */ MyGame.Example.Monster.createMonster = function(builder, posOffset, mana, hp, nameOffset, inventoryOffset, color, testType, testOffset, test4Offset, testarrayofstringOffset, testarrayoftablesOffset, enemyOffset, testnestedflatbufferOffset, testemptyOffset, testbool, testhashs32Fnv1, testhashu32Fnv1, testhashs64Fnv1, testhashu64Fnv1, testhashs32Fnv1a, testhashu32Fnv1a, testhashs64Fnv1a, testhashu64Fnv1a, testarrayofboolsOffset, testf, testf2, testf3, testarrayofstring2Offset, testarrayofsortedstructOffset, flexOffset, test5Offset, vectorOfLongsOffset, vectorOfDoublesOffset, parentNamespaceTestOffset, vectorOfReferrablesOffset, singleWeakReference, vectorOfWeakReferencesOffset, vectorOfStrongReferrablesOffset, coOwningReference, vectorOfCoOwningReferencesOffset, nonOwningReference, vectorOfNonOwningReferencesOffset, anyUniqueType, anyUniqueOffset, anyAmbiguousType, anyAmbiguousOffset, vectorOfEnumsOffset) { MyGame.Example.Monster.startMonster(builder); MyGame.Example.Monster.addPos(builder, posOffset); MyGame.Example.Monster.addMana(builder, mana); MyGame.Example.Monster.addHp(builder, hp); MyGame.Example.Monster.addName(builder, nameOffset); MyGame.Example.Monster.addInventory(builder, inventoryOffset); MyGame.Example.Monster.addColor(builder, color); MyGame.Example.Monster.addTestType(builder, testType); MyGame.Example.Monster.addTest(builder, testOffset); MyGame.Example.Monster.addTest4(builder, test4Offset); MyGame.Example.Monster.addTestarrayofstring(builder, testarrayofstringOffset); MyGame.Example.Monster.addTestarrayoftables(builder, testarrayoftablesOffset); MyGame.Example.Monster.addEnemy(builder, enemyOffset); MyGame.Example.Monster.addTestnestedflatbuffer(builder, testnestedflatbufferOffset); MyGame.Example.Monster.addTestempty(builder, testemptyOffset); MyGame.Example.Monster.addTestbool(builder, testbool); MyGame.Example.Monster.addTesthashs32Fnv1(builder, testhashs32Fnv1); MyGame.Example.Monster.addTesthashu32Fnv1(builder, testhashu32Fnv1); MyGame.Example.Monster.addTesthashs64Fnv1(builder, testhashs64Fnv1); MyGame.Example.Monster.addTesthashu64Fnv1(builder, testhashu64Fnv1); MyGame.Example.Monster.addTesthashs32Fnv1a(builder, testhashs32Fnv1a); MyGame.Example.Monster.addTesthashu32Fnv1a(builder, testhashu32Fnv1a); MyGame.Example.Monster.addTesthashs64Fnv1a(builder, testhashs64Fnv1a); MyGame.Example.Monster.addTesthashu64Fnv1a(builder, testhashu64Fnv1a); MyGame.Example.Monster.addTestarrayofbools(builder, testarrayofboolsOffset); MyGame.Example.Monster.addTestf(builder, testf); MyGame.Example.Monster.addTestf2(builder, testf2); MyGame.Example.Monster.addTestf3(builder, testf3); MyGame.Example.Monster.addTestarrayofstring2(builder, testarrayofstring2Offset); MyGame.Example.Monster.addTestarrayofsortedstruct(builder, testarrayofsortedstructOffset); MyGame.Example.Monster.addFlex(builder, flexOffset); MyGame.Example.Monster.addTest5(builder, test5Offset); MyGame.Example.Monster.addVectorOfLongs(builder, vectorOfLongsOffset); MyGame.Example.Monster.addVectorOfDoubles(builder, vectorOfDoublesOffset); MyGame.Example.Monster.addParentNamespaceTest(builder, parentNamespaceTestOffset); MyGame.Example.Monster.addVectorOfReferrables(builder, vectorOfReferrablesOffset); MyGame.Example.Monster.addSingleWeakReference(builder, singleWeakReference); MyGame.Example.Monster.addVectorOfWeakReferences(builder, vectorOfWeakReferencesOffset); MyGame.Example.Monster.addVectorOfStrongReferrables(builder, vectorOfStrongReferrablesOffset); MyGame.Example.Monster.addCoOwningReference(builder, coOwningReference); MyGame.Example.Monster.addVectorOfCoOwningReferences(builder, vectorOfCoOwningReferencesOffset); MyGame.Example.Monster.addNonOwningReference(builder, nonOwningReference); MyGame.Example.Monster.addVectorOfNonOwningReferences(builder, vectorOfNonOwningReferencesOffset); MyGame.Example.Monster.addAnyUniqueType(builder, anyUniqueType); MyGame.Example.Monster.addAnyUnique(builder, anyUniqueOffset); MyGame.Example.Monster.addAnyAmbiguousType(builder, anyAmbiguousType); MyGame.Example.Monster.addAnyAmbiguous(builder, anyAmbiguousOffset); MyGame.Example.Monster.addVectorOfEnums(builder, vectorOfEnumsOffset); return MyGame.Example.Monster.endMonster(builder); } /** * @constructor */ MyGame.Example.TypeAliases = function() { /** * @type {flatbuffers.ByteBuffer} */ this.bb = null; /** * @type {number} */ this.bb_pos = 0; }; /** * @param {number} i * @param {flatbuffers.ByteBuffer} bb * @returns {MyGame.Example.TypeAliases} */ MyGame.Example.TypeAliases.prototype.__init = function(i, bb) { this.bb_pos = i; this.bb = bb; return this; }; /** * @param {flatbuffers.ByteBuffer} bb * @param {MyGame.Example.TypeAliases=} obj * @returns {MyGame.Example.TypeAliases} */ MyGame.Example.TypeAliases.getRootAsTypeAliases = function(bb, obj) { return (obj || new MyGame.Example.TypeAliases).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.i8 = function() { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? this.bb.readInt8(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_i8 = function(value) { var offset = this.bb.__offset(this.bb_pos, 4); if (offset === 0) { return false; } this.bb.writeInt8(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.u8 = function() { var offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.readUint8(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_u8 = function(value) { var offset = this.bb.__offset(this.bb_pos, 6); if (offset === 0) { return false; } this.bb.writeUint8(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.i16 = function() { var offset = this.bb.__offset(this.bb_pos, 8); return offset ? this.bb.readInt16(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_i16 = function(value) { var offset = this.bb.__offset(this.bb_pos, 8); if (offset === 0) { return false; } this.bb.writeInt16(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.u16 = function() { var offset = this.bb.__offset(this.bb_pos, 10); return offset ? this.bb.readUint16(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_u16 = function(value) { var offset = this.bb.__offset(this.bb_pos, 10); if (offset === 0) { return false; } this.bb.writeUint16(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.i32 = function() { var offset = this.bb.__offset(this.bb_pos, 12); return offset ? this.bb.readInt32(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_i32 = function(value) { var offset = this.bb.__offset(this.bb_pos, 12); if (offset === 0) { return false; } this.bb.writeInt32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.u32 = function() { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? this.bb.readUint32(this.bb_pos + offset) : 0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_u32 = function(value) { var offset = this.bb.__offset(this.bb_pos, 14); if (offset === 0) { return false; } this.bb.writeUint32(this.bb_pos + offset, value); return true; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.TypeAliases.prototype.i64 = function() { var offset = this.bb.__offset(this.bb_pos, 16); return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_i64 = function(value) { var offset = this.bb.__offset(this.bb_pos, 16); if (offset === 0) { return false; } this.bb.writeInt64(this.bb_pos + offset, value); return true; }; /** * @returns {flatbuffers.Long} */ MyGame.Example.TypeAliases.prototype.u64 = function() { var offset = this.bb.__offset(this.bb_pos, 18); return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; /** * @param {flatbuffers.Long} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_u64 = function(value) { var offset = this.bb.__offset(this.bb_pos, 18); if (offset === 0) { return false; } this.bb.writeUint64(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.f32 = function() { var offset = this.bb.__offset(this.bb_pos, 20); return offset ? this.bb.readFloat32(this.bb_pos + offset) : 0.0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_f32 = function(value) { var offset = this.bb.__offset(this.bb_pos, 20); if (offset === 0) { return false; } this.bb.writeFloat32(this.bb_pos + offset, value); return true; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.f64 = function() { var offset = this.bb.__offset(this.bb_pos, 22); return offset ? this.bb.readFloat64(this.bb_pos + offset) : 0.0; }; /** * @param {number} value * @returns {boolean} */ MyGame.Example.TypeAliases.prototype.mutate_f64 = function(value) { var offset = this.bb.__offset(this.bb_pos, 22); if (offset === 0) { return false; } this.bb.writeFloat64(this.bb_pos + offset, value); return true; }; /** * @param {number} index * @returns {number} */ MyGame.Example.TypeAliases.prototype.v8 = function(index) { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? this.bb.readInt8(this.bb.__vector(this.bb_pos + offset) + index) : 0; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.v8Length = function() { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Int8Array} */ MyGame.Example.TypeAliases.prototype.v8Array = function() { var offset = this.bb.__offset(this.bb_pos, 24); return offset ? new Int8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @param {number} index * @returns {number} */ MyGame.Example.TypeAliases.prototype.vf64 = function(index) { var offset = this.bb.__offset(this.bb_pos, 26); return offset ? this.bb.readFloat64(this.bb.__vector(this.bb_pos + offset) + index * 8) : 0; }; /** * @returns {number} */ MyGame.Example.TypeAliases.prototype.vf64Length = function() { var offset = this.bb.__offset(this.bb_pos, 26); return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0; }; /** * @returns {Float64Array} */ MyGame.Example.TypeAliases.prototype.vf64Array = function() { var offset = this.bb.__offset(this.bb_pos, 26); return offset ? new Float64Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null; }; /** * @param {flatbuffers.Builder} builder */ MyGame.Example.TypeAliases.startTypeAliases = function(builder) { builder.startObject(12); }; /** * @param {flatbuffers.Builder} builder * @param {number} i8 */ MyGame.Example.TypeAliases.addI8 = function(builder, i8) { builder.addFieldInt8(0, i8, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} u8 */ MyGame.Example.TypeAliases.addU8 = function(builder, u8) { builder.addFieldInt8(1, u8, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} i16 */ MyGame.Example.TypeAliases.addI16 = function(builder, i16) { builder.addFieldInt16(2, i16, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} u16 */ MyGame.Example.TypeAliases.addU16 = function(builder, u16) { builder.addFieldInt16(3, u16, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} i32 */ MyGame.Example.TypeAliases.addI32 = function(builder, i32) { builder.addFieldInt32(4, i32, 0); }; /** * @param {flatbuffers.Builder} builder * @param {number} u32 */ MyGame.Example.TypeAliases.addU32 = function(builder, u32) { builder.addFieldInt32(5, u32, 0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} i64 */ MyGame.Example.TypeAliases.addI64 = function(builder, i64) { builder.addFieldInt64(6, i64, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Long} u64 */ MyGame.Example.TypeAliases.addU64 = function(builder, u64) { builder.addFieldInt64(7, u64, builder.createLong(0, 0)); }; /** * @param {flatbuffers.Builder} builder * @param {number} f32 */ MyGame.Example.TypeAliases.addF32 = function(builder, f32) { builder.addFieldFloat32(8, f32, 0.0); }; /** * @param {flatbuffers.Builder} builder * @param {number} f64 */ MyGame.Example.TypeAliases.addF64 = function(builder, f64) { builder.addFieldFloat64(9, f64, 0.0); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} v8Offset */ MyGame.Example.TypeAliases.addV8 = function(builder, v8Offset) { builder.addFieldOffset(10, v8Offset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.TypeAliases.createV8Vector = function(builder, data) { builder.startVector(1, data.length, 1); for (var i = data.length - 1; i >= 0; i--) { builder.addInt8(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.TypeAliases.startV8Vector = function(builder, numElems) { builder.startVector(1, numElems, 1); }; /** * @param {flatbuffers.Builder} builder * @param {flatbuffers.Offset} vf64Offset */ MyGame.Example.TypeAliases.addVf64 = function(builder, vf64Offset) { builder.addFieldOffset(11, vf64Offset, 0); }; /** * @param {flatbuffers.Builder} builder * @param {Array.} data * @returns {flatbuffers.Offset} */ MyGame.Example.TypeAliases.createVf64Vector = function(builder, data) { builder.startVector(8, data.length, 8); for (var i = data.length - 1; i >= 0; i--) { builder.addFloat64(data[i]); } return builder.endVector(); }; /** * @param {flatbuffers.Builder} builder * @param {number} numElems */ MyGame.Example.TypeAliases.startVf64Vector = function(builder, numElems) { builder.startVector(8, numElems, 8); }; /** * @param {flatbuffers.Builder} builder * @returns {flatbuffers.Offset} */ MyGame.Example.TypeAliases.endTypeAliases = function(builder) { var offset = builder.endObject(); return offset; }; /** * @param {flatbuffers.Builder} builder * @param {number} i8 * @param {number} u8 * @param {number} i16 * @param {number} u16 * @param {number} i32 * @param {number} u32 * @param {flatbuffers.Long} i64 * @param {flatbuffers.Long} u64 * @param {number} f32 * @param {number} f64 * @param {flatbuffers.Offset} v8Offset * @param {flatbuffers.Offset} vf64Offset * @returns {flatbuffers.Offset} */ MyGame.Example.TypeAliases.createTypeAliases = function(builder, i8, u8, i16, u16, i32, u32, i64, u64, f32, f64, v8Offset, vf64Offset) { MyGame.Example.TypeAliases.startTypeAliases(builder); MyGame.Example.TypeAliases.addI8(builder, i8); MyGame.Example.TypeAliases.addU8(builder, u8); MyGame.Example.TypeAliases.addI16(builder, i16); MyGame.Example.TypeAliases.addU16(builder, u16); MyGame.Example.TypeAliases.addI32(builder, i32); MyGame.Example.TypeAliases.addU32(builder, u32); MyGame.Example.TypeAliases.addI64(builder, i64); MyGame.Example.TypeAliases.addU64(builder, u64); MyGame.Example.TypeAliases.addF32(builder, f32); MyGame.Example.TypeAliases.addF64(builder, f64); MyGame.Example.TypeAliases.addV8(builder, v8Offset); MyGame.Example.TypeAliases.addVf64(builder, vf64Offset); return MyGame.Example.TypeAliases.endTypeAliases(builder); } // Exports for Node.js and RequireJS this.MyGame = MyGame;