public static Offset <StatePush> CreateStatePush(FlatBufferBuilder builder, int stat = 0, long startTime = 0, long endTime = 0, int GameClass = 0, StringOffset GameSceneOffset = default(StringOffset), VectorOffset playerStatOffset = default(VectorOffset), VectorOffset bossStatOffset = default(VectorOffset), VectorOffset bossArmorOffset = default(VectorOffset), int lastDamageTyp = 0) { builder.StartObject(9); StatePush.AddEndTime(builder, endTime); StatePush.AddStartTime(builder, startTime); StatePush.AddLastDamageTyp(builder, lastDamageTyp); StatePush.AddBossArmor(builder, bossArmorOffset); StatePush.AddBossStat(builder, bossStatOffset); StatePush.AddPlayerStat(builder, playerStatOffset); StatePush.AddGameScene(builder, GameSceneOffset); StatePush.AddGameClass(builder, GameClass); StatePush.AddStat(builder, stat); return(StatePush.EndStatePush(builder)); }
public static StatePush GetRootAsStatePush(ByteBuffer _bb, StatePush obj) { return(obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }