// // 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); } }; }