public static void Decode(Game_WebProtocol.FB_WebProtocol.Enemy destination, global::FB_WebProtocol.Enemy source) { destination.id = source.Id; destination.name = source.Name; destination.isLock = source.IsLock; destination.hp = source.Hp; for (int i = 0; i < source.InventoryIdsLength; i++) { destination.inventoryIds.Add(source.InventoryIds(i)); } if (source.DrivenCar.HasValue) { destination.drivenCar = FlatBuffersFacility.Pool.Get <FB_WebProtocol.Car>(); Decode(destination.drivenCar, source.DrivenCar.Value); } for (int i = 0; i < source.OwnCarsLength; i++) { Car newCar = FlatBuffersFacility.Pool.Get <FB_WebProtocol.Car>(); Decode(newCar, source.OwnCars(i).Value); destination.ownCars.Add(newCar); } for (int i = 0; i < source.AllNamesLength; i++) { destination.all_names.Add(source.AllNames(i)); } if (source.Weapon.HasValue) { destination.weapon = FlatBuffersFacility.Pool.Get <FB_WebProtocol2.Weapon>(); Decode(destination.weapon, source.Weapon.Value); } if (source.Weapon2.HasValue) { destination.weapon2 = FlatBuffersFacility.Pool.Get <FB_WebProtocol.Weapon>(); Decode(destination.weapon2, source.Weapon2.Value); } }
public void Decode(ByteBuffer bb) { global::FB_WebProtocol.Enemy source = global::FB_WebProtocol.Enemy.GetRootAsEnemy(bb); Game_WebProtocolConvertMethods.Decode(this, source); }