// // 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); } }; }