//
// automatically generated by the FlatBuffers compiler, do not modify
//
namespace MyGame.Example
{
using global::System;
using global::FlatBuffers;
public struct Test : IFlatbufferObject
{
private Struct __p;
public ByteBuffer ByteBuffer { get { return __p.bb; } }
public void __init(int _i, ByteBuffer _bb) { __p = new Struct(_i, _bb); }
public Test __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
public short A { get { return __p.bb.GetShort(__p.bb_pos + 0); } }
public void MutateA(short a) { __p.bb.PutShort(__p.bb_pos + 0, a); }
public sbyte B { get { return __p.bb.GetSbyte(__p.bb_pos + 2); } }
public void MutateB(sbyte b) { __p.bb.PutSbyte(__p.bb_pos + 2, b); }
public static Offset CreateTest(FlatBufferBuilder builder, short A, sbyte B) {
builder.Prep(2, 4);
builder.Pad(1);
builder.PutSbyte(B);
builder.PutShort(A);
return new Offset(builder.Offset);
}
};
}