//
// automatically generated by the FlatBuffers compiler, do not modify
//
namespace MyGame.Example
{
using global::System;
using global::FlatBuffers;
public struct Vec3 : IFlatbufferObject
{
private Struct __p;
public ByteBuffer ByteBuffer { get { return __p.bb; } }
public void __init(int _i, ByteBuffer _bb) { __p = new Struct(_i, _bb); }
public Vec3 __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }
public float X { get { return __p.bb.GetFloat(__p.bb_pos + 0); } }
public void MutateX(float x) { __p.bb.PutFloat(__p.bb_pos + 0, x); }
public float Y { get { return __p.bb.GetFloat(__p.bb_pos + 4); } }
public void MutateY(float y) { __p.bb.PutFloat(__p.bb_pos + 4, y); }
public float Z { get { return __p.bb.GetFloat(__p.bb_pos + 8); } }
public void MutateZ(float z) { __p.bb.PutFloat(__p.bb_pos + 8, z); }
public double Test1 { get { return __p.bb.GetDouble(__p.bb_pos + 16); } }
public void MutateTest1(double test1) { __p.bb.PutDouble(__p.bb_pos + 16, test1); }
public MyGame.Example.Color Test2 { get { return (MyGame.Example.Color)__p.bb.Get(__p.bb_pos + 24); } }
public void MutateTest2(MyGame.Example.Color test2) { __p.bb.Put(__p.bb_pos + 24, (byte)test2); }
public MyGame.Example.Test Test3 { get { return (new MyGame.Example.Test()).__assign(__p.bb_pos + 26, __p.bb); } }
public static Offset CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, MyGame.Example.Color Test2, short test3_A, sbyte test3_B) {
builder.Prep(8, 32);
builder.Pad(2);
builder.Prep(2, 4);
builder.Pad(1);
builder.PutSbyte(test3_B);
builder.PutShort(test3_A);
builder.Pad(1);
builder.PutByte((byte)Test2);
builder.PutDouble(Test1);
builder.Pad(4);
builder.PutFloat(Z);
builder.PutFloat(Y);
builder.PutFloat(X);
return new Offset(builder.Offset);
}
};
}