-- automatically generated by the FlatBuffers compiler, do not modify -- namespace: Sample local flatbuffers = require('flatbuffers') local Monster = {} -- the module local Monster_mt = {} -- the class metatable function Monster.New() local o = {} setmetatable(o, {__index = Monster_mt}) return o end function Monster.GetRootAsMonster(buf, offset) local n = flatbuffers.N.UOffsetT:Unpack(buf, offset) local o = Monster.New() o:Init(buf, n + offset) return o end function Monster_mt:Init(buf, pos) self.view = flatbuffers.view.New(buf, pos) end function Monster_mt:Pos() local o = self.view:Offset(4) if o ~= 0 then local x = o + self.view.pos local obj = require('MyGame.Sample.Vec3').New() obj:Init(self.view.bytes, x) return obj end end function Monster_mt:Mana() local o = self.view:Offset(6) if o ~= 0 then return self.view:Get(flatbuffers.N.Int16, o + self.view.pos) end return 150 end function Monster_mt:Hp() local o = self.view:Offset(8) if o ~= 0 then return self.view:Get(flatbuffers.N.Int16, o + self.view.pos) end return 100 end function Monster_mt:Name() local o = self.view:Offset(10) if o ~= 0 then return self.view:String(o + self.view.pos) end end function Monster_mt:Inventory(j) local o = self.view:Offset(14) if o ~= 0 then local a = self.view:Vector(o) return self.view:Get(flatbuffers.N.Uint8, a + ((j-1) * 1)) end return 0 end function Monster_mt:InventoryLength() local o = self.view:Offset(14) if o ~= 0 then return self.view:VectorLen(o) end return 0 end function Monster_mt:Color() local o = self.view:Offset(16) if o ~= 0 then return self.view:Get(flatbuffers.N.Int8, o + self.view.pos) end return 2 end function Monster_mt:Weapons(j) local o = self.view:Offset(18) if o ~= 0 then local x = self.view:Vector(o) x = x + ((j-1) * 4) x = self.view:Indirect(x) local obj = require('MyGame.Sample.Weapon').New() obj:Init(self.view.bytes, x) return obj end end function Monster_mt:WeaponsLength() local o = self.view:Offset(18) if o ~= 0 then return self.view:VectorLen(o) end return 0 end function Monster_mt:EquippedType() local o = self.view:Offset(20) if o ~= 0 then return self.view:Get(flatbuffers.N.Uint8, o + self.view.pos) end return 0 end function Monster_mt:Equipped() local o = self.view:Offset(22) if o ~= 0 then local obj = flatbuffers.view.New(require('flatbuffers.binaryarray').New(0), 0) self.view:Union(obj, o) return obj end end function Monster.Start(builder) builder:StartObject(10) end function Monster.AddPos(builder, pos) builder:PrependStructSlot(0, pos, 0) end function Monster.AddMana(builder, mana) builder:PrependInt16Slot(1, mana, 150) end function Monster.AddHp(builder, hp) builder:PrependInt16Slot(2, hp, 100) end function Monster.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(3, name, 0) end function Monster.AddInventory(builder, inventory) builder:PrependUOffsetTRelativeSlot(5, inventory, 0) end function Monster.StartInventoryVector(builder, numElems) return builder:StartVector(1, numElems, 1) end function Monster.AddColor(builder, color) builder:PrependInt8Slot(6, color, 2) end function Monster.AddWeapons(builder, weapons) builder:PrependUOffsetTRelativeSlot(7, weapons, 0) end function Monster.StartWeaponsVector(builder, numElems) return builder:StartVector(4, numElems, 4) end function Monster.AddEquippedType(builder, equippedType) builder:PrependUint8Slot(8, equippedType, 0) end function Monster.AddEquipped(builder, equipped) builder:PrependUOffsetTRelativeSlot(9, equipped, 0) end function Monster.End(builder) return builder:EndObject() end return Monster -- return the module