public static Offset <Monster> BuildMonster(FlatBufferBuilder fbb) { var sword = Weapon.CreateWeapon(fbb, fbb.CreateString("Sword"), 3); var axe = Weapon.CreateWeapon(fbb, fbb.CreateString("Axe"), 5); Monster.StartInventoryVector(fbb, 5); var inventoryOffset = BuildVector(fbb, true);; var weapons = new Offset <Weapon>[2] { sword, axe }; var weaponsOffset = Monster.CreateWeaponsVector(fbb, weapons); Monster.StartPathVector(fbb, 2); //Vector of structs Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f); Vec3.CreateVec3(fbb, 4.0f, 5.0f, 6.0f); var path = fbb.EndVector(); var nameOffset = fbb.CreateString("Orc"); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f)); Monster.AddHp(fbb, 300); Monster.AddName(fbb, nameOffset); Monster.AddInventory(fbb, inventoryOffset); Monster.AddColor(fbb, Color.Red); Monster.AddWeapons(fbb, weaponsOffset); Monster.AddEquippedType(fbb, Equipment.Weapon); //Type of union stored Monster.AddEquipped(fbb, axe.Value); // Value of union Monster.AddPath(fbb, path); return(Monster.EndMonster(fbb)); }
public void BuildNestedMonster() { const string nestedMonsterName = "NestedMonsterName"; const short nestedMonsterHp = 600; const short nestedMonsterMana = 1024; for (int i = 0; i < NumberOfRows; i++) { // Create nested buffer as a Monster type var fbb1 = new FlatBufferBuilder(16); var str1 = fbb1.CreateString(nestedMonsterName); Monster.StartMonster(fbb1); Monster.AddName(fbb1, str1); Monster.AddHp(fbb1, nestedMonsterHp); Monster.AddMana(fbb1, nestedMonsterMana); var monster1 = Monster.EndMonster(fbb1); Monster.FinishMonsterBuffer(fbb1, monster1); var fbb1Bytes = fbb1.SizedByteArray(); fbb1 = null; // Create a Monster which has the first buffer as a nested buffer var fbb2 = new FlatBufferBuilder(16); var str2 = fbb2.CreateString("My Monster"); var nestedBuffer = Monster.CreateTestnestedflatbufferVector(fbb2, fbb1Bytes); Monster.StartMonster(fbb2); Monster.AddName(fbb2, str2); Monster.AddHp(fbb2, 50); Monster.AddMana(fbb2, 32); Monster.AddTestnestedflatbuffer(fbb2, nestedBuffer); var monster = Monster.EndMonster(fbb2); Monster.FinishMonsterBuffer(fbb2, monster); } }
public void UpdateMonsterAttr(int pathNum, Monster monster) { if (pathNum == target) { monster.AddHp(healthAdd); } }
private byte[] Save() { Debug.Log("Creating and saving a Monster to byte array"); // Create a `FlatBufferBuilder`, which will be used to create our // monsters' FlatBuffers. var builder = new FlatBufferBuilder(1024); var weaponOneName = builder.CreateString("Sword"); var weaponOneDamage = 3; var weaponTwoName = builder.CreateString("Axe"); var weaponTwoDamage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var sword = Weapon.CreateWeapon(builder, weaponOneName, (short)weaponOneDamage); var axe = Weapon.CreateWeapon(builder, weaponTwoName, (short)weaponTwoDamage); // Serialize a name for our monster, called "Orc". var name = builder.CreateString("Orc"); // Create a `vector` representing the inventory of the Orc. Each number // could correspond to an item that can be claimed after he is slain. // Note: Since we prepend the bytes, this loop iterates in reverse order. Monster.StartInventoryVector(builder, 10); for (int i = 9; i >= 0; i--) { builder.AddByte((byte)i); } var inv = builder.EndVector(); var weaps = new Offset <Weapon> [2]; weaps[0] = sword; weaps[1] = axe; // Pass the `weaps` array into the `CreateWeaponsVector()` method to create a FlatBuffer vector. var weapons = Monster.CreateWeaponsVector(builder, weaps); Monster.StartPathVector(builder, 2); Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Vec3.CreateVec3(builder, 4.0f, 5.0f, 6.0f); var path = builder.EndVector(); // Create our monster using `StartMonster()` and `EndMonster()`. Monster.StartMonster(builder); Monster.AddPos(builder, Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f)); Monster.AddHp(builder, 300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, MyGame.Sample.Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, axe.Value); // Axe Monster.AddPath(builder, path); var orc = Monster.EndMonster(builder); // Call `Finish()` to instruct the builder that this monster is complete. builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. return(builder.SizedByteArray()); }
public void UpdateMonsterAttr(int pathNum, Monster monster) { if (pathNum == target) { monster.MulSpeedFactor(speedDownFactor); monster.AddHp(-damage); } }
static void Main(string[] args) { FlatBufferBuilder builder = new FlatBufferBuilder(1); var weaponOneName = builder.CreateString("Sword"); var weaponOneDamage = 3; var weaponTwoName = builder.CreateString("Axe"); var weaponTwoDamage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var sword = Weapon.CreateWeapon(builder, weaponOneName, (short)weaponOneDamage); var axe = Weapon.CreateWeapon(builder, weaponTwoName, (short)weaponTwoDamage); var name = builder.CreateString("Orc"); Monster.StartInventoryVector(builder, 10); for (int i = 9; i >= 0; i--) { builder.AddByte((byte)i); } var inv = builder.EndVector(); var weaps = new Offset <Weapon> [2]; weaps[0] = sword; weaps[1] = axe; // Pass the `weaps` array into the `CreateWeaponsVector()` method to create a FlatBuffer vector. var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, axe.Value); // Axe var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); var buf = builder.SizedByteArray(); // Initialize the client with the receive filter and request handler foo(buf); while (true) { ; } }
public void TestNestedFlatBuffer() { const string nestedMonsterName = "NestedMonsterName"; const short nestedMonsterHp = 600; const short nestedMonsterMana = 1024; // Create nested buffer as a Monster type var fbb1 = new FlatBufferBuilder(16); var str1 = fbb1.CreateString(nestedMonsterName); Monster.StartMonster(fbb1); Monster.AddName(fbb1, str1); Monster.AddHp(fbb1, nestedMonsterHp); Monster.AddMana(fbb1, nestedMonsterMana); var monster1 = Monster.EndMonster(fbb1); Monster.FinishMonsterBuffer(fbb1, monster1); var fbb1Bytes = fbb1.SizedByteArray(); fbb1 = null; // Create a Monster which has the first buffer as a nested buffer var fbb2 = new FlatBufferBuilder(16); var str2 = fbb2.CreateString("My Monster"); var nestedBuffer = Monster.CreateTestnestedflatbufferVector(fbb2, fbb1Bytes); Monster.StartMonster(fbb2); Monster.AddName(fbb2, str2); Monster.AddHp(fbb2, 50); Monster.AddMana(fbb2, 32); Monster.AddTestnestedflatbuffer(fbb2, nestedBuffer); var monster = Monster.EndMonster(fbb2); Monster.FinishMonsterBuffer(fbb2, monster); // Now test the data extracted from the nested buffer var mons = Monster.GetRootAsMonster(fbb2.DataBuffer); var nestedMonster = mons.GetTestnestedflatbufferAsMonster().Value; Assert.AreEqual(nestedMonsterMana, nestedMonster.Mana); Assert.AreEqual(nestedMonsterHp, nestedMonster.Hp); Assert.AreEqual(nestedMonsterName, nestedMonster.Name); TestObjectAPI(mons); TestObjectAPI(nestedMonster); }
IEnumerator raidboss() { yield return(new WaitForSeconds(2f)); builder = new FlatBufferBuilder(1024); Monster.StartMonster(builder); Monster.AddMonsterstate(builder, 1); Monster.AddPower(builder, 0); Monster.AddHp(builder, 0); Monster.AddMonsterpos(builder, Vec3.CreateVec3(builder, 0, 0, 0)); Monster.AddMonsterrot(builder, 0); Offset <Monster> raidbossmonster = Monster.EndMonster(builder); var monsters = new Offset <Monster> [1]; monsters[0] = raidbossmonster; var monstersOffset = Game.CreateMonsterVector(builder, monsters); Game.StartGame(builder); Game.AddMonster(builder, monstersOffset); Game.AddTablenum(builder, 1); Offset <Game> game = Game.EndGame(builder); builder.Finish(game.Value); sendBuffer = builder.SizedByteArray(); sendbb = new ByteBuffer(sendBuffer); if (findteam.stream.CanWrite) { //데이터를 서버에 스트림으로 보낸다 bytearray findteam.stream.Write(sendBuffer, 0, sendBuffer.Length); findteam.stream.Flush(); } GameObject.Find("bossstart_cs").GetComponent <bossstart>().bossmonsterhpfac.SetActive(true); monster = Resources.Load <GameObject>("Bossraid/raidbossfac"); monsterborn = Instantiate(monster, new Vector3(0f, 0f, 0f), Quaternion.identity); }
public void BuildMonster() { for (int i = 0; i < NumberOfRows; i++) { var builder = new FlatBufferBuilder(16); var str1 = builder.CreateString("MonsterName"); Monster.StartMonster(builder); Monster.AddName(builder, str1); Monster.AddHp(builder, 600); Monster.AddMana(builder, 1024); Monster.AddColor(builder, Color.Blue); Monster.AddTestbool(builder, true); Monster.AddTestf(builder, 0.3f); Monster.AddTestf2(builder, 0.2f); Monster.AddTestf3(builder, 0.1f); var monster1 = Monster.EndMonster(builder); Monster.FinishMonsterBuffer(builder, monster1); } }
static FlatBufferBuilder MakeMonster() { var builder = new FlatBufferBuilder(1); // Create some weapons for our Monster ('Sword' and 'Axe'). var weapon1Name = builder.CreateString("Sword"); var weapon1Damage = 3; var weapon2Name = builder.CreateString("Axe"); var weapon2Damage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var weaps = new Offset <Weapon> [2]; weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); // Serialize the FlatBuffer data. var name = builder.CreateString("Orc"); var treasure = new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; var inv = Monster.CreateInventoryVector(builder, treasure); var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, weaps[1].Value); var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); return(builder); }
private void CanCreateNewFlatBufferFromScratch(bool sizePrefix) { // Second, let's create a FlatBuffer from scratch in C#, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new FlatBufferBuilder(1); StringOffset[] names = { fbb.CreateString("Frodo"), fbb.CreateString("Barney"), fbb.CreateString("Wilma") }; Offset <Monster>[] off = new Offset <Monster> [3]; Monster.StartMonster(fbb); Monster.AddName(fbb, names[0]); off[0] = Monster.EndMonster(fbb); Monster.StartMonster(fbb); Monster.AddName(fbb, names[1]); off[1] = Monster.EndMonster(fbb); Monster.StartMonster(fbb); Monster.AddName(fbb, names[2]); off[2] = Monster.EndMonster(fbb); var sortMons = Monster.CreateSortedVectorOfMonster(fbb, off); // We set up the same values as monsterdata.json: var str = fbb.CreateString("MyMonster"); var test1 = fbb.CreateString("test1"); var test2 = fbb.CreateString("test2"); Monster.StartInventoryVector(fbb, 5); for (int i = 4; i >= 0; i--) { fbb.AddByte((byte)i); } var inv = fbb.EndVector(); var fred = fbb.CreateString("Fred"); Monster.StartMonster(fbb); Monster.AddName(fbb, fred); var mon2 = Monster.EndMonster(fbb); Monster.StartTest4Vector(fbb, 2); MyGame.Example.Test.CreateTest(fbb, (short)10, (sbyte)20); MyGame.Example.Test.CreateTest(fbb, (short)30, (sbyte)40); var test4 = fbb.EndVector(); Monster.StartTestarrayofstringVector(fbb, 2); fbb.AddOffset(test2.Value); fbb.AddOffset(test1.Value); var testArrayOfString = fbb.EndVector(); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, Color.Green, (short)5, (sbyte)6)); Monster.AddHp(fbb, (short)80); Monster.AddName(fbb, str); Monster.AddInventory(fbb, inv); Monster.AddTestType(fbb, Any.Monster); Monster.AddTest(fbb, mon2.Value); Monster.AddTest4(fbb, test4); Monster.AddTestarrayofstring(fbb, testArrayOfString); Monster.AddTestbool(fbb, true); Monster.AddTestarrayoftables(fbb, sortMons); var mon = Monster.EndMonster(fbb); if (sizePrefix) { Monster.FinishSizePrefixedMonsterBuffer(fbb, mon); } else { Monster.FinishMonsterBuffer(fbb, mon); } // Dump to output directory so we can inspect later, if needed #if ENABLE_SPAN_T var data = fbb.DataBuffer.ToSizedArray(); string filename = @"Resources/monsterdata_cstest" + (sizePrefix ? "_sp" : "") + ".mon"; File.WriteAllBytes(filename, data); #else using (var ms = fbb.DataBuffer.ToMemoryStream(fbb.DataBuffer.Position, fbb.Offset)) { var data = ms.ToArray(); string filename = @"Resources/monsterdata_cstest" + (sizePrefix ? "_sp" : "") + ".mon"; File.WriteAllBytes(filename, data); } #endif // Remove the size prefix if necessary for further testing ByteBuffer dataBuffer = fbb.DataBuffer; if (sizePrefix) { Assert.AreEqual(ByteBufferUtil.GetSizePrefix(dataBuffer) + FlatBufferConstants.SizePrefixLength, dataBuffer.Length - dataBuffer.Position); dataBuffer = ByteBufferUtil.RemoveSizePrefix(dataBuffer); } // Now assert the buffer TestBuffer(dataBuffer); //Attempt to mutate Monster fields and check whether the buffer has been mutated properly // revert to original values after testing Monster monster = Monster.GetRootAsMonster(dataBuffer); // mana is optional and does not exist in the buffer so the mutation should fail // the mana field should retain its default value Assert.AreEqual(monster.MutateMana((short)10), false); Assert.AreEqual(monster.Mana, (short)150); // Accessing a vector of sorted by the key tables Assert.AreEqual(monster.Testarrayoftables(0).Value.Name, "Barney"); Assert.AreEqual(monster.Testarrayoftables(1).Value.Name, "Frodo"); Assert.AreEqual(monster.Testarrayoftables(2).Value.Name, "Wilma"); // Example of searching for a table by the key Assert.IsTrue(monster.TestarrayoftablesByKey("Frodo") != null); Assert.IsTrue(monster.TestarrayoftablesByKey("Barney") != null); Assert.IsTrue(monster.TestarrayoftablesByKey("Wilma") != null); // testType is an existing field Assert.AreEqual(monster.TestType, Any.Monster); //mutate the inventory vector Assert.AreEqual(monster.MutateInventory(0, 1), true); Assert.AreEqual(monster.MutateInventory(1, 2), true); Assert.AreEqual(monster.MutateInventory(2, 3), true); Assert.AreEqual(monster.MutateInventory(3, 4), true); Assert.AreEqual(monster.MutateInventory(4, 5), true); for (int i = 0; i < monster.InventoryLength; i++) { Assert.AreEqual(monster.Inventory(i), i + 1); } //reverse mutation Assert.AreEqual(monster.MutateInventory(0, 0), true); Assert.AreEqual(monster.MutateInventory(1, 1), true); Assert.AreEqual(monster.MutateInventory(2, 2), true); Assert.AreEqual(monster.MutateInventory(3, 3), true); Assert.AreEqual(monster.MutateInventory(4, 4), true); // get a struct field and edit one of its fields Vec3 pos = (Vec3)monster.Pos; Assert.AreEqual(pos.X, 1.0f); pos.MutateX(55.0f); Assert.AreEqual(pos.X, 55.0f); pos.MutateX(1.0f); Assert.AreEqual(pos.X, 1.0f); TestBuffer(dataBuffer); TestObjectAPI(Monster.GetRootAsMonster(dataBuffer)); }
void OnTriggerEnter(Collider other) // void OnCollisionEnter(Collision other) { Debug.Log("colidertest1:" + other); //other는 부딪힌 오브젝트 벽 또는 적에 맞으면 총알이 사라진다 if (other.gameObject.tag == "Playerbullet") { Debug.Log("colidertest2:" + other); var player = GameObject.FindWithTag("Player").GetComponent <bossplayerinfo>(); //몬스터의 체력은 플레이어 공격력 만큼 감소 monsterhp = monsterhp - player.playerpower; if (monsterhp <= 0) { monsterhp = 0; } builder = new FlatBufferBuilder(1024); Monster.StartMonster(builder); Monster.AddMonsterstate(builder, 0); Monster.AddPower(builder, 0); Monster.AddHp(builder, 0); Monster.AddMonsterpos(builder, Vec3.CreateVec3(builder, 0, 0, 0)); Monster.AddMonsterrot(builder, 0); Monster.AddAttacked(builder, 1); Monster.AddCurrenthp(builder, monsterhp); Offset <Monster> raidbossmonster = Monster.EndMonster(builder); var monsters = new Offset <Monster> [1]; monsters[0] = raidbossmonster; var monstersOffset = Game.CreateMonsterVector(builder, monsters); Player.StartPlayer(builder); Player.AddStartstate(builder, PlayerStart.Play); Player.AddPower(builder, player.playerpower); Offset <Player> pypplayer = Player.EndPlayer(builder); Game.StartGame(builder); Game.AddPlayer(builder, pypplayer); Game.AddMonster(builder, monstersOffset); Game.AddTablenum(builder, 1); Offset <Game> game = Game.EndGame(builder); builder.Finish(game.Value); sendBuffer = builder.SizedByteArray(); sendbb = new ByteBuffer(sendBuffer); if (findteam.stream.CanWrite) { //데이터를 서버에 스트림으로 보낸다 bytearray findteam.stream.Write(sendBuffer, 0, sendBuffer.Length); findteam.stream.Flush(); } string hp = monsterhp.ToString(); // monhp_text.text = hp; // monhpbar.value = (float)monsterhp / (float)monstermaxhp; Debug.Log("player_hp: " + monsterhp); } if (other.gameObject.tag == "skill") { var player = GameObject.FindWithTag("Player").GetComponent <bossplayerinfo>(); //몬스터의 체력은 플레이어 공격력 만큼 감소 monsterhp = monsterhp - player.playerskillatk; if (monsterhp <= 0) { monsterhp = 0; } builder = new FlatBufferBuilder(1024); Monster.StartMonster(builder); Monster.AddMonsterstate(builder, 0); Monster.AddPower(builder, 0); Monster.AddHp(builder, 0); Monster.AddMonsterpos(builder, Vec3.CreateVec3(builder, 0, 0, 0)); Monster.AddMonsterrot(builder, 0); Monster.AddCurrenthp(builder, monsterhp); Offset <Monster> raidbossmonster = Monster.EndMonster(builder); var monsters = new Offset <Monster> [1]; monsters[0] = raidbossmonster; var monstersOffset = Game.CreateMonsterVector(builder, monsters); Player.StartPlayer(builder); Player.AddStartstate(builder, PlayerStart.Play); Player.AddPower(builder, player.playerskillatk); Offset <Player> pypplayer = Player.EndPlayer(builder); Game.StartGame(builder); Game.AddPlayer(builder, pypplayer); Game.AddMonster(builder, monstersOffset); Game.AddTablenum(builder, 1); Offset <Game> game = Game.EndGame(builder); builder.Finish(game.Value); sendBuffer = builder.SizedByteArray(); sendbb = new ByteBuffer(sendBuffer); if (findteam.stream.CanWrite) { //데이터를 서버에 스트림으로 보낸다 bytearray findteam.stream.Write(sendBuffer, 0, sendBuffer.Length); findteam.stream.Flush(); } string hp = monsterhp.ToString(); //monhp_text.text = hp; //monhpbar.value = (float)monsterhp / (float)monstermaxhp; Debug.Log("player_hp: " + monsterhp); } }
public void CanCreateNewFlatBufferFromScratch() { // Second, let's create a FlatBuffer from scratch in C#, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new FlatBufferBuilder(1); // We set up the same values as monsterdata.json: var str = fbb.CreateString("MyMonster"); var test1 = fbb.CreateString("test1"); var test2 = fbb.CreateString("test2"); Monster.StartInventoryVector(fbb, 5); for (int i = 4; i >= 0; i--) { fbb.AddByte((byte)i); } var inv = fbb.EndVector(); var fred = fbb.CreateString("Fred"); Monster.StartMonster(fbb); Monster.AddName(fbb, fred); var mon2 = Monster.EndMonster(fbb); Monster.StartTest4Vector(fbb, 2); MyGame.Example.Test.CreateTest(fbb, (short)10, (sbyte)20); MyGame.Example.Test.CreateTest(fbb, (short)30, (sbyte)40); var test4 = fbb.EndVector(); Monster.StartTestarrayofstringVector(fbb, 2); fbb.AddOffset(test2); fbb.AddOffset(test1); var testArrayOfString = fbb.EndVector(); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, Color.Green, (short)5, (sbyte)6)); Monster.AddHp(fbb, (short)80); Monster.AddName(fbb, str); Monster.AddInventory(fbb, inv); Monster.AddTestType(fbb, Any.Monster); Monster.AddTest(fbb, mon2); Monster.AddTest4(fbb, test4); Monster.AddTestarrayofstring(fbb, testArrayOfString); Monster.AddTestbool(fbb, false); var mon = Monster.EndMonster(fbb); fbb.Finish(mon); // Dump to output directory so we can inspect later, if needed using (var ms = new MemoryStream(fbb.DataBuffer.Data, fbb.DataBuffer.Position, fbb.Offset)) { var data = ms.ToArray(); File.WriteAllBytes(@"Resources/monsterdata_cstest.mon", data); } // Now assert the buffer TestBuffer(fbb.DataBuffer); }
public void CanCreateNewFlatBufferFromScratch() { // Second, let's create a FlatBuffer from scratch in C#, and test it also. // We use an initial size of 1 to exercise the reallocation algorithm, // normally a size larger than the typical FlatBuffer you generate would be // better for performance. var fbb = new FlatBufferBuilder(1); // We set up the same values as monsterdata.json: var str = fbb.CreateString("MyMonster"); var test1 = fbb.CreateString("test1"); var test2 = fbb.CreateString("test2"); Monster.StartInventoryVector(fbb, 5); for (int i = 4; i >= 0; i--) { fbb.AddByte((byte)i); } var inv = fbb.EndVector(); var fred = fbb.CreateString("Fred"); Monster.StartMonster(fbb); Monster.AddName(fbb, fred); var mon2 = Monster.EndMonster(fbb); Monster.StartTest4Vector(fbb, 2); MyGame.Example.Test.CreateTest(fbb, (short)10, (sbyte)20); MyGame.Example.Test.CreateTest(fbb, (short)30, (sbyte)40); var test4 = fbb.EndVector(); Monster.StartTestarrayofstringVector(fbb, 2); fbb.AddOffset(test2.Value); fbb.AddOffset(test1.Value); var testArrayOfString = fbb.EndVector(); Monster.StartMonster(fbb); Monster.AddPos(fbb, Vec3.CreateVec3(fbb, 1.0f, 2.0f, 3.0f, 3.0, Color.Green, (short)5, (sbyte)6)); Monster.AddHp(fbb, (short)80); Monster.AddName(fbb, str); Monster.AddInventory(fbb, inv); Monster.AddTestType(fbb, Any.Monster); Monster.AddTest(fbb, mon2.Value); Monster.AddTest4(fbb, test4); Monster.AddTestarrayofstring(fbb, testArrayOfString); Monster.AddTestbool(fbb, false); var mon = Monster.EndMonster(fbb); Monster.FinishMonsterBuffer(fbb, mon); // Dump to output directory so we can inspect later, if needed using (var ms = new MemoryStream(fbb.DataBuffer.Data, fbb.DataBuffer.Position, fbb.Offset)) { var data = ms.ToArray(); File.WriteAllBytes(@"Resources/monsterdata_cstest.mon", data); } // Now assert the buffer TestBuffer(fbb.DataBuffer); //Attempt to mutate Monster fields and check whether the buffer has been mutated properly // revert to original values after testing Monster monster = Monster.GetRootAsMonster(fbb.DataBuffer); // mana is optional and does not exist in the buffer so the mutation should fail // the mana field should retain its default value Assert.AreEqual(monster.MutateMana((short)10), false); Assert.AreEqual(monster.Mana, (short)150); // testType is an existing field and mutating it should succeed Assert.AreEqual(monster.TestType, Any.Monster); Assert.AreEqual(monster.MutateTestType(Any.NONE), true); Assert.AreEqual(monster.TestType, Any.NONE); Assert.AreEqual(monster.MutateTestType(Any.Monster), true); Assert.AreEqual(monster.TestType, Any.Monster); //mutate the inventory vector Assert.AreEqual(monster.MutateInventory(0, 1), true); Assert.AreEqual(monster.MutateInventory(1, 2), true); Assert.AreEqual(monster.MutateInventory(2, 3), true); Assert.AreEqual(monster.MutateInventory(3, 4), true); Assert.AreEqual(monster.MutateInventory(4, 5), true); for (int i = 0; i < monster.InventoryLength; i++) { Assert.AreEqual(monster.GetInventory(i), i + 1); } //reverse mutation Assert.AreEqual(monster.MutateInventory(0, 0), true); Assert.AreEqual(monster.MutateInventory(1, 1), true); Assert.AreEqual(monster.MutateInventory(2, 2), true); Assert.AreEqual(monster.MutateInventory(3, 3), true); Assert.AreEqual(monster.MutateInventory(4, 4), true); // get a struct field and edit one of its fields Vec3 pos = monster.Pos; Assert.AreEqual(pos.X, 1.0f); pos.MutateX(55.0f); Assert.AreEqual(pos.X, 55.0f); pos.MutateX(1.0f); Assert.AreEqual(pos.X, 1.0f); TestBuffer(fbb.DataBuffer); }
private void Update() { if (move == 0 && check == true) { if (movecount == 0) { if (bossstart.remoteplayerlist.Contains(0)) { targetobj = (GameObject)bossstart.remoteplayerlist[0]; target = targetobj.transform.GetChild(0).GetComponent <Transform>(); } else if (bossstart.remoteplayerlist.Contains(1)) { targetobj = (GameObject)bossstart.remoteplayerlist[1]; target = targetobj.transform.GetChild(0).GetComponent <Transform>(); } else if (bossstart.remoteplayerlist.Contains(2)) { targetobj = (GameObject)bossstart.remoteplayerlist[2]; target = targetobj.transform.GetChild(0).GetComponent <Transform>(); } // GameObject remote_obj = (GameObject)bossstart.remoteplayerlist[i]; Vector3 vec = target.position - monster.position; vec.Normalize(); //타겟과 플레이어 사이의 벡터를 이용해 플레이어가 타겟을 바라보게 한다 Quaternion q = Quaternion.LookRotation(vec); monster.rotation = q; startpoint = monster.position; destination = target.position; movecount += 1; Debug.Log("movecount" + movecount); float yrot = monster.eulerAngles.y; builder = new FlatBufferBuilder(1024); Monster.StartMonster(builder); Monster.AddMonsterstate(builder, 0); Monster.AddPower(builder, 0); Monster.AddHp(builder, 0); Monster.AddMovestate(builder, MoveState.Move); Monster.AddFire(builder, 0); Monster.AddMonsterpos(builder, Vec3.CreateVec3(builder, destination.x, destination.y, destination.z)); Monster.AddMonsterrot(builder, yrot); Offset <Monster> raidbossmonster = Monster.EndMonster(builder); var monsters = new Offset <Monster> [1]; monsters[0] = raidbossmonster; var monstersOffset = Game.CreateMonsterVector(builder, monsters); Game.StartGame(builder); Game.AddMonster(builder, monstersOffset); Game.AddTablenum(builder, 1); Offset <Game> game = Game.EndGame(builder); builder.Finish(game.Value); sendBuffer = builder.SizedByteArray(); sendbb = new ByteBuffer(sendBuffer); if (findteam.stream.CanWrite) { //데이터를 서버에 스트림으로 보낸다 bytearray findteam.stream.Write(sendBuffer, 0, sendBuffer.Length); findteam.stream.Flush(); } } // Debug.Log("startpoint:" + startpoint); // Debug.Log("destination:" + destination); monster.position = Vector3.MoveTowards(monster.position, destination, 20f * Time.deltaTime); //목적지 보내기 목적지 받으면 그쪽으로 이동하게 하기 if (monster.position == destination) // if (Time.time > nextFire) { movecount = 0; //공격 신호 보내 builder = new FlatBufferBuilder(1024); Monster.StartMonster(builder); Monster.AddMonsterstate(builder, 0); Monster.AddPower(builder, 0); Monster.AddHp(builder, 0); Monster.AddFire(builder, 1); Monster.AddMovestate(builder, MoveState.Stop); Monster.AddMonsterpos(builder, Vec3.CreateVec3(builder, monster.position.x, monster.position.y, monster.position.z)); Monster.AddMonsterrot(builder, monster.eulerAngles.y); Offset <Monster> raidbossmonster = Monster.EndMonster(builder); var monsters = new Offset <Monster> [1]; monsters[0] = raidbossmonster; var monstersOffset = Game.CreateMonsterVector(builder, monsters); Game.StartGame(builder); Game.AddMonster(builder, monstersOffset); Game.AddTablenum(builder, 1); Offset <Game> game = Game.EndGame(builder); builder.Finish(game.Value); sendBuffer = builder.SizedByteArray(); sendbb = new ByteBuffer(sendBuffer); if (findteam.stream.CanWrite) { //데이터를 서버에 스트림으로 보낸다 bytearray findteam.stream.Write(sendBuffer, 0, sendBuffer.Length); findteam.stream.Flush(); } nextFire += fireRate; Bullet = Resources.Load <GameObject>("Bossraid/raidmonsterbullet"); Quaternion bullettest1 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y, 0); Quaternion bullettest5 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y + 90f, 0); Quaternion bullettest8 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y - 90f, 0); Quaternion bullettest12 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y + 180f, 0); Quaternion bullettest2 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y + 30f, 0); Quaternion bullettest3 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y - 30f, 0); Quaternion bullettest4 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y + 60f, 0); Quaternion bullettest6 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y + 120f, 0); Quaternion bullettest7 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y - 60f, 0); Quaternion bullettest9 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y - 120f, 0); Quaternion bullettest10 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y + 160f, 0); Quaternion bullettest11 = Quaternion.Euler(0, gunpos.transform.eulerAngles.y - 160f, 0); Instantiate(Bullet, gunpos.transform.position, bullettest1); Instantiate(Bullet, gunpos.transform.position, bullettest5); Instantiate(Bullet, gunpos.transform.position, bullettest8); Instantiate(Bullet, gunpos.transform.position, bullettest12); Instantiate(Bullet, gunpos.transform.position, bullettest2); Instantiate(Bullet, gunpos.transform.position, bullettest3); Instantiate(Bullet, gunpos.transform.position, bullettest4); Instantiate(Bullet, gunpos.transform.position, bullettest6); Instantiate(Bullet, gunpos.transform.position, bullettest7); Instantiate(Bullet, gunpos.transform.position, bullettest9); Instantiate(Bullet, gunpos.transform.position, bullettest10); Instantiate(Bullet, gunpos.transform.position, bullettest11); check = false; StartCoroutine(WaitForIt()); //공격 데이터 보내기 } } }
// Example how to use FlatBuffers to create and read binary buffers. static void Main() { var builder = new FlatBufferBuilder(1); // Create some weapons for our Monster ('Sword' and 'Axe'). var weapon1Name = builder.CreateString("Sword"); var weapon1Damage = 3; var weapon2Name = builder.CreateString("Axe"); var weapon2Damage = 5; // Use the `CreateWeapon()` helper function to create the weapons, since we set every field. var weaps = new Offset <Weapon> [2]; weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); // Serialize the FlatBuffer data. var name = builder.CreateString("Orc"); var treasure = new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; var inv = Monster.CreateInventoryVector(builder, treasure); var weapons = Monster.CreateWeaponsVector(builder, weaps); var pos = Vec3.CreateVec3(builder, 1.0f, 2.0f, 3.0f); Monster.StartMonster(builder); Monster.AddPos(builder, pos); Monster.AddHp(builder, (short)300); Monster.AddName(builder, name); Monster.AddInventory(builder, inv); Monster.AddColor(builder, Color.Red); Monster.AddWeapons(builder, weapons); Monster.AddEquippedType(builder, Equipment.Weapon); Monster.AddEquipped(builder, weaps[1].Value); var orc = Monster.EndMonster(builder); builder.Finish(orc.Value); // You could also call `Monster.FinishMonsterBuffer(builder, orc);`. // We now have a FlatBuffer that we could store on disk or send over a network. // ...Code to store to disk or send over a network goes here... // Instead, we are going to access it right away, as if we just received it. var buf = builder.DataBuffer; // Get access to the root: var monster = Monster.GetRootAsMonster(buf); // For C#, unlike other languages, most values (except for vectors and unions) are available as // properties instead of accessor methods. // Note: We did not set the `Mana` field explicitly, so we get back the default value. Assert(monster.Mana == 150, "monster.Mana", Convert.ToString(monster.Mana), Convert.ToString(150)); Assert(monster.Hp == 300, "monster.Hp", Convert.ToString(monster.Hp), Convert.ToString(30)); Assert(monster.Name.Equals("Orc", StringComparison.Ordinal), "monster.Name", monster.Name, "Orc"); Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color), Convert.ToString(Color.Red)); var vec = monster.Pos.Value; Assert(vec.X == 1.0f, "vec.X", Convert.ToString(vec.X), Convert.ToString(1.0f)); Assert(vec.Y == 2.0f, "vec.Y", Convert.ToString(vec.Y), Convert.ToString(2.0f)); Assert(vec.Z == 3.0f, "vec.Z", Convert.ToString(vec.Z), Convert.ToString(3.0f)); // Get and test the `Inventory` FlatBuffer `vector`. for (int i = 0; i < monster.InventoryLength; i++) { Assert(monster.Inventory(i) == i, "monster.Inventory", Convert.ToString(monster.Inventory(i)), Convert.ToString(i)); } // Get and test the `Weapons` FlatBuffer `vector` of `table`s. var expectedWeaponNames = new string[] { "Sword", "Axe" }; var expectedWeaponDamages = new short[] { 3, 5 }; for (int i = 0; i < monster.WeaponsLength; i++) { Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal), "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]); Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons", Convert.ToString(monster.Weapons(i).Value.Damage), Convert.ToString(expectedWeaponDamages[i])); } // Get and test the `Equipped` FlatBuffer `union`. Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); var equipped = monster.Equipped <Weapon>().Value; Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name, "Axe"); Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage), Convert.ToString(5)); Console.WriteLine("The FlatBuffer was successfully created and verified!"); }