Esempio n. 1
0
        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));
        }
Esempio n. 2
0
    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());
    }