Ejemplo n.º 1
0
        public MapT UnPack()
        {
            var _o = new MapT();

            this.UnPackTo(_o);
            return(_o);
        }
Ejemplo n.º 2
0
 public void UnPackTo(MapT _o)
 {
     _o.GameVersion = this.GameVersion;
     _o.Settings    = this.Settings.HasValue ? this.Settings.Value.UnPack() : null;
     _o.TileLayers  = new List <N2S.FileFormat.TilemapDataT>();
     for (var _j = 0; _j < this.TileLayersLength; ++_j)
     {
         _o.TileLayers.Add(this.TileLayers(_j).HasValue ? this.TileLayers(_j).Value.UnPack() : null);
     }
     _o.EntityLayer = new List <N2S.FileFormat.EntityDataT>();
     for (var _j = 0; _j < this.EntityLayerLength; ++_j)
     {
         _o.EntityLayer.Add(this.EntityLayer(_j).HasValue ? this.EntityLayer(_j).Value.UnPack() : null);
     }
 }
Ejemplo n.º 3
0
        public static Offset <N2S.FileFormat.Map> Pack(FlatBufferBuilder builder, MapT _o)
        {
            if (_o == null)
            {
                return(default(Offset <N2S.FileFormat.Map>));
            }
            var _game_version = _o.GameVersion == null ? default(StringOffset) : builder.CreateString(_o.GameVersion);
            var _settings     = _o.Settings == null ? default(Offset <N2S.FileFormat.MapSettings>) : N2S.FileFormat.MapSettings.Pack(builder, _o.Settings);
            var _tile_layers  = default(VectorOffset);

            if (_o.TileLayers != null)
            {
                var __tile_layers = new Offset <N2S.FileFormat.TilemapData> [_o.TileLayers.Count];
                for (var _j = 0; _j < __tile_layers.Length; ++_j)
                {
                    __tile_layers[_j] = N2S.FileFormat.TilemapData.Pack(builder, _o.TileLayers[_j]);
                }
                _tile_layers = CreateTileLayersVector(builder, __tile_layers);
            }
            var _entity_layer = default(VectorOffset);

            if (_o.EntityLayer != null)
            {
                var __entity_layer = new Offset <N2S.FileFormat.EntityData> [_o.EntityLayer.Count];
                for (var _j = 0; _j < __entity_layer.Length; ++_j)
                {
                    __entity_layer[_j] = N2S.FileFormat.EntityData.Pack(builder, _o.EntityLayer[_j]);
                }
                _entity_layer = CreateEntityLayerVector(builder, __entity_layer);
            }
            return(CreateMap(
                       builder,
                       _game_version,
                       _settings,
                       _tile_layers,
                       _entity_layer));
        }