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* [C#] support Object API * fix sign-compare * fix indent * add new line before for loop. * using auto whenever possible * reduce the amout of blank lines. * wip: support vectors of union * done: support unions of vectors * set C# version to 4.0 * remove null propagation operator * remove auto property initializer * remove expression-bodied method * remove pattern matching * add Example2 to NetTest.sh * separate JavaUsage.md and CsharpUsage.md from JavaCsharpUsage.md * add C# Object based API notes. * support vs2010. * remove range based for loop. * remove System.Linq * fix indent * CreateSharedString to CreateString * check shared attribute * snake case
60 lines
2.6 KiB
C#
60 lines
2.6 KiB
C#
// <auto-generated>
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// automatically generated by the FlatBuffers compiler, do not modify
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// </auto-generated>
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namespace MyGame.Example
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{
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using global::System;
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using global::System.Collections.Generic;
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using global::FlatBuffers;
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public struct ArrayTable : IFlatbufferObject
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{
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private Table __p;
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public ByteBuffer ByteBuffer { get { return __p.bb; } }
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public static void ValidateVersion() { FlatBufferConstants.FLATBUFFERS_1_11_1(); }
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public static ArrayTable GetRootAsArrayTable(ByteBuffer _bb) { return GetRootAsArrayTable(_bb, new ArrayTable()); }
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public static ArrayTable GetRootAsArrayTable(ByteBuffer _bb, ArrayTable obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
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public static bool ArrayTableBufferHasIdentifier(ByteBuffer _bb) { return Table.__has_identifier(_bb, "ARRT"); }
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public void __init(int _i, ByteBuffer _bb) { __p = new Table(_i, _bb); }
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public ArrayTable __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public MyGame.Example.ArrayStruct? A { get { int o = __p.__offset(4); return o != 0 ? (MyGame.Example.ArrayStruct?)(new MyGame.Example.ArrayStruct()).__assign(o + __p.bb_pos, __p.bb) : null; } }
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public static void StartArrayTable(FlatBufferBuilder builder) { builder.StartTable(1); }
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public static void AddA(FlatBufferBuilder builder, Offset<MyGame.Example.ArrayStruct> aOffset) { builder.AddStruct(0, aOffset.Value, 0); }
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public static Offset<MyGame.Example.ArrayTable> EndArrayTable(FlatBufferBuilder builder) {
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int o = builder.EndTable();
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return new Offset<MyGame.Example.ArrayTable>(o);
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}
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public static void FinishArrayTableBuffer(FlatBufferBuilder builder, Offset<MyGame.Example.ArrayTable> offset) { builder.Finish(offset.Value, "ARRT"); }
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public static void FinishSizePrefixedArrayTableBuffer(FlatBufferBuilder builder, Offset<MyGame.Example.ArrayTable> offset) { builder.FinishSizePrefixed(offset.Value, "ARRT"); }
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public ArrayTableT UnPack() {
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var _o = new ArrayTableT();
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this.UnPackTo(_o);
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return _o;
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}
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public void UnPackTo(ArrayTableT _o) {
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_o.A = this.A.HasValue ? this.A.Value.UnPack() : null;
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}
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public static Offset<MyGame.Example.ArrayTable> Pack(FlatBufferBuilder builder, ArrayTableT _o) {
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if (_o == null) return default(Offset<MyGame.Example.ArrayTable>);
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StartArrayTable(builder);
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AddA(builder, MyGame.Example.ArrayStruct.Pack(builder, _o.A));
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return EndArrayTable(builder);
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}
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};
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public class ArrayTableT
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{
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public MyGame.Example.ArrayStructT A { get; set; }
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public ArrayTableT() {
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this.A = new MyGame.Example.ArrayStructT();
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}
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}
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}
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