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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
95 lines
2.9 KiB
C#
95 lines
2.9 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 Vec3 : IFlatbufferObject
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{
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private Struct __p;
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public ByteBuffer ByteBuffer { get { return __p.bb; } }
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public void __init(int _i, ByteBuffer _bb) { __p = new Struct(_i, _bb); }
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public Vec3 __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
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public float X { get { return __p.bb.GetFloat(__p.bb_pos + 0); } }
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public void MutateX(float x) { __p.bb.PutFloat(__p.bb_pos + 0, x); }
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public float Y { get { return __p.bb.GetFloat(__p.bb_pos + 4); } }
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public void MutateY(float y) { __p.bb.PutFloat(__p.bb_pos + 4, y); }
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public float Z { get { return __p.bb.GetFloat(__p.bb_pos + 8); } }
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public void MutateZ(float z) { __p.bb.PutFloat(__p.bb_pos + 8, z); }
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public double Test1 { get { return __p.bb.GetDouble(__p.bb_pos + 16); } }
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public void MutateTest1(double test1) { __p.bb.PutDouble(__p.bb_pos + 16, test1); }
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public MyGame.Example.Color Test2 { get { return (MyGame.Example.Color)__p.bb.Get(__p.bb_pos + 24); } }
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public void MutateTest2(MyGame.Example.Color test2) { __p.bb.Put(__p.bb_pos + 24, (byte)test2); }
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public MyGame.Example.Test Test3 { get { return (new MyGame.Example.Test()).__assign(__p.bb_pos + 26, __p.bb); } }
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public static Offset<MyGame.Example.Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, MyGame.Example.Color Test2, short test3_A, sbyte test3_B) {
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builder.Prep(8, 32);
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builder.Pad(2);
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builder.Prep(2, 4);
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builder.Pad(1);
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builder.PutSbyte(test3_B);
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builder.PutShort(test3_A);
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builder.Pad(1);
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builder.PutByte((byte)Test2);
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builder.PutDouble(Test1);
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builder.Pad(4);
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builder.PutFloat(Z);
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builder.PutFloat(Y);
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builder.PutFloat(X);
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return new Offset<MyGame.Example.Vec3>(builder.Offset);
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}
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public Vec3T UnPack() {
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var _o = new Vec3T();
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this.UnPackTo(_o);
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return _o;
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}
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public void UnPackTo(Vec3T _o) {
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_o.X = this.X;
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_o.Y = this.Y;
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_o.Z = this.Z;
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_o.Test1 = this.Test1;
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_o.Test2 = this.Test2;
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_o.Test3 = this.Test3.UnPack();
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}
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public static Offset<MyGame.Example.Vec3> Pack(FlatBufferBuilder builder, Vec3T _o) {
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if (_o == null) return default(Offset<MyGame.Example.Vec3>);
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return CreateVec3(
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builder,
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_o.X,
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_o.Y,
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_o.Z,
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_o.Test1,
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_o.Test2,
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_o.Test3.A,
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_o.Test3.B);
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}
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};
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public class Vec3T
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{
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public float X { get; set; }
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public float Y { get; set; }
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public float Z { get; set; }
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public double Test1 { get; set; }
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public MyGame.Example.Color Test2 { get; set; }
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public MyGame.Example.TestT Test3 { get; set; }
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public Vec3T() {
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this.X = 0.0f;
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this.Y = 0.0f;
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this.Z = 0.0f;
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this.Test1 = 0.0;
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this.Test2 = 0;
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this.Test3 = new MyGame.Example.TestT();
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}
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}
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}
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