public static Offset <AnimationConfig> CreateAnimationConfig(FlatBufferBuilder builder, Offset <PartList> PartsOffset = default(Offset <PartList>), Offset <FloatingList> FloatListOffset = default(Offset <FloatingList>), int Unkown = 0, int Unkown2 = 0, Offset <StateList> StatesOffset = default(Offset <StateList>), Offset <Initial> InitialOffset = default(Offset <Initial>), Offset <AnimationList> AnimationsOffset = default(Offset <AnimationList>)) { builder.StartObject(7); AnimationConfig.AddAnimations(builder, AnimationsOffset); AnimationConfig.AddInitial(builder, InitialOffset); AnimationConfig.AddStates(builder, StatesOffset); AnimationConfig.AddUnkown2(builder, Unkown2); AnimationConfig.AddUnkown(builder, Unkown); AnimationConfig.AddFloatList(builder, FloatListOffset); AnimationConfig.AddParts(builder, PartsOffset); return(AnimationConfig.EndAnimationConfig(builder)); }
public static AnimationConfig GetRootAsAnimationConfig(ByteBuffer _bb, AnimationConfig obj) { return(obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }