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Some code in the samples and docs still used old C# API.
Change-Id: I7914c88ad7b31baa7586771423069dc2b90d534f Tested: on Linux.
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@@ -1541,10 +1541,10 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`:
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</div>
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<div class="language-csharp">
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~~~{.cs}
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var pos = monster.Pos
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var x = pos.X
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var y = pos.Y
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var z = pos.Z
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var pos = monster.Pos.Value;
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var x = pos.X;
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var y = pos.Y;
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var z = pos.Z;
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~~~
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</div>
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<div class="language-go">
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@@ -1618,7 +1618,7 @@ FlatBuffers `vector`.
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<div class="language-csharp">
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~~~{.cs}
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int invLength = monster.InventoryLength;
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var thirdItem = monster.GetInventory(2);
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var thirdItem = monster.Inventory(2);
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~~~
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</div>
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<div class="language-go">
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@@ -1675,8 +1675,8 @@ except your need to handle the result as a FlatBuffer `table`:
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<div class="language-csharp">
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~~~{.cs}
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int weaponsLength = monster.WeaponsLength;
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var secondWeaponName = monster.GetWeapons(1).Name;
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var secondWeaponDamage = monster.GetWeapons(1).Damage;
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var secondWeaponName = monster.Weapons(1).Name;
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var secondWeaponDamage = monster.Weapons(1).Damage;
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~~~
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</div>
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<div class="language-go">
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@@ -1758,8 +1758,7 @@ We can access the type to dynamically cast the data as needed (since the
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var unionType = monster.EquippedType;
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if (unionType == Equipment.Weapon) {
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var weapon = (Weapon)monster.GetEquipped(new Weapon()); // Requires explicit cast
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// to `Weapon`.
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var weapon = monster.Equipped<Weapon>().Value;
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var weaponName = weapon.Name; // "Axe"
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var weaponDamage = weapon.Damage; // 5
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