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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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@@ -81,22 +81,19 @@ class SampleBinary
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Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color),
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Convert.ToString(Color.Red));
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// C# also allows you to use performance-enhanced methods to fill an object that has already
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// been created. These functions are prefixed with "Get". For example: `monster.GetPos()`.
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var myAlreadyCreatedVector = new Vec3();
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monster.GetPos(myAlreadyCreatedVector); // Instead of `var myNewVec3 = monster.Pos`.
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Assert(myAlreadyCreatedVector.X == 1.0f, "myAlreadyCreatedVector.X",
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Convert.ToString(myAlreadyCreatedVector.X), Convert.ToString(1.0f));
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Assert(myAlreadyCreatedVector.Y == 2.0f, "myAlreadyCreatedVector.Y",
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Convert.ToString(myAlreadyCreatedVector.Y), Convert.ToString(2.0f));
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Assert(myAlreadyCreatedVector.Z == 3.0f, "myAlreadyCreatedVector.Z",
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Convert.ToString(myAlreadyCreatedVector.Z), Convert.ToString(3.0f));
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var vec = monster.Pos.Value;
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Assert(vec.X == 1.0f, "vec.X",
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Convert.ToString(vec.X), Convert.ToString(1.0f));
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Assert(vec.Y == 2.0f, "vec.Y",
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Convert.ToString(vec.Y), Convert.ToString(2.0f));
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Assert(vec.Z == 3.0f, "vec.Z",
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Convert.ToString(vec.Z), Convert.ToString(3.0f));
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// Get and test the `Inventory` FlatBuffer `vector`.
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for (int i = 0; i < monster.InventoryLength; i++)
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{
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Assert(monster.GetInventory(i) == i, "monster.GetInventory",
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Convert.ToString(monster.GetInventory(i)), Convert.ToString(i));
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Assert(monster.Inventory(i) == i, "monster.Inventory",
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Convert.ToString(monster.Inventory(i)), Convert.ToString(i));
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}
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// Get and test the `Weapons` FlatBuffer `vector` of `table`s.
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@@ -104,17 +101,17 @@ class SampleBinary
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var expectedWeaponDamages = new short[] {3, 5};
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for (int i = 0; i < monster.WeaponsLength; i++)
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{
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Assert(monster.GetWeapons(i).Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
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"monster.GetWeapons", monster.GetWeapons(i).Name, expectedWeaponNames[i]);
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Assert(monster.GetWeapons(i).Damage == expectedWeaponDamages[i], "monster.GetWeapons",
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Convert.ToString(monster.GetWeapons(i).Damage),
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Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
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"monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]);
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Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons",
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Convert.ToString(monster.Weapons(i).Value.Damage),
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Convert.ToString(expectedWeaponDamages[i]));
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}
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// Get and test the `Equipped` FlatBuffer `union`.
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Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType",
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Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon));
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var equipped = (Weapon)monster.GetEquipped(new Weapon());
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var equipped = monster.Equipped<Weapon>().Value;
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Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name,
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"Axe");
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Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage),
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