1// <auto-generated> 2// automatically generated by the FlatBuffers compiler, do not modify 3// </auto-generated> 4 5namespace MyGame.Example 6{ 7 8using global::System; 9using global::FlatBuffers; 10 11public struct Vec3 : IFlatbufferObject 12{ 13 private Struct __p; 14 public ByteBuffer ByteBuffer { get { return __p.bb; } } 15 public void __init(int _i, ByteBuffer _bb) { __p.bb_pos = _i; __p.bb = _bb; } 16 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); } } 19 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); } } 21 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); } } 23 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); } } 25 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); } } 27 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 30 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(16, 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