1 // <auto-generated> 2 // automatically generated by the FlatBuffers compiler, do not modify 3 // </auto-generated> 4 5 namespace MyGame.Example 6 { 7 8 using global::System; 9 using global::FlatBuffers; 10 11 public struct Vec3 : IFlatbufferObject 12 { 13 private Struct __p; 14 public ByteBuffer ByteBuffer { get { return __p.bb; } } __initMyGame.Example.Vec315 public void __init(int _i, ByteBuffer _bb) { __p.bb_pos = _i; __p.bb = _bb; } __assignMyGame.Example.Vec316 public Vec3 __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } 17 18 public float X { get { return __p.bb.GetFloat(__p.bb_pos + 0); } } MutateXMyGame.Example.Vec319 public void MutateX(float x) { __p.bb.PutFloat(__p.bb_pos + 0, x); } 20 public float Y { get { return __p.bb.GetFloat(__p.bb_pos + 4); } } MutateYMyGame.Example.Vec321 public void MutateY(float y) { __p.bb.PutFloat(__p.bb_pos + 4, y); } 22 public float Z { get { return __p.bb.GetFloat(__p.bb_pos + 8); } } MutateZMyGame.Example.Vec323 public void MutateZ(float z) { __p.bb.PutFloat(__p.bb_pos + 8, z); } 24 public double Test1 { get { return __p.bb.GetDouble(__p.bb_pos + 16); } } MutateTest1MyGame.Example.Vec325 public void MutateTest1(double test1) { __p.bb.PutDouble(__p.bb_pos + 16, test1); } 26 public Color Test2 { get { return (Color)__p.bb.GetSbyte(__p.bb_pos + 24); } } MutateTest2MyGame.Example.Vec327 public void MutateTest2(Color test2) { __p.bb.PutSbyte(__p.bb_pos + 24, (sbyte)test2); } 28 public Test Test3 { get { return (new Test()).__assign(__p.bb_pos + 26, __p.bb); } } 29 CreateVec3MyGame.Example.Vec330 public static Offset<Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, Color Test2, short test3_A, sbyte test3_B) { 31 builder.Prep(8, 32); 32 builder.Pad(2); 33 builder.Prep(2, 4); 34 builder.Pad(1); 35 builder.PutSbyte(test3_B); 36 builder.PutShort(test3_A); 37 builder.Pad(1); 38 builder.PutSbyte((sbyte)Test2); 39 builder.PutDouble(Test1); 40 builder.Pad(4); 41 builder.PutFloat(Z); 42 builder.PutFloat(Y); 43 builder.PutFloat(X); 44 return new Offset<Vec3>(builder.Offset); 45 } 46 }; 47 48 49 } 50