public static void AddEndereco(FlatBufferBuilder builder, StringOffset enderecoOffset) { builder.AddOffset(1, enderecoOffset.Value, 0); }
public static VectorOffset CreateTechnologiesVector(FlatBufferBuilder builder, StringOffset[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); }
public static void AddBuildings(FlatBufferBuilder builder, VectorOffset buildingsOffset) { builder.AddOffset(15, buildingsOffset.Value, 0); }
public static void AddUnitLevels(FlatBufferBuilder builder, VectorOffset unitLevelsOffset) { builder.AddOffset(1, unitLevelsOffset.Value, 0); }
public static VectorOffset CreateCurrentQuestsVector(FlatBufferBuilder builder, Offset<CurrentQuest>[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); }
public static void AddPlayerResources(FlatBufferBuilder builder, VectorOffset playerResourcesOffset) { builder.AddOffset(8, playerResourcesOffset.Value, 0); }
public static void AddShips(FlatBufferBuilder builder, VectorOffset shipsOffset) { builder.AddOffset(4, shipsOffset.Value, 0); }
public static void AddType(FlatBufferBuilder builder, StringOffset typeOffset) { builder.AddOffset(0, typeOffset.Value, 0); }
public static void AddEntry(FlatBufferBuilder builder, int entryOffset) { builder.AddOffset(0, entryOffset, 0); }
public static void AddMeshes(FlatBufferBuilder builder, VectorOffset meshesOffset) { builder.AddOffset(0, meshesOffset.Value, 0); }
public static VectorOffset CreateMeshesVector(FlatBufferBuilder builder, Offset<animationMesh>[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); }
public static void AddVariables(FlatBufferBuilder builder, VectorOffset variablesOffset) { builder.AddOffset(2, variablesOffset.Value, 0); }
public static void AddEvents(FlatBufferBuilder builder, VectorOffset eventsOffset) { builder.AddOffset(1, eventsOffset.Value, 0); }
public static void AddTelefone(FlatBufferBuilder builder, StringOffset telefoneOffset) { builder.AddOffset(6, telefoneOffset.Value, 0); }
public static void AddLeftOverResources(FlatBufferBuilder builder, VectorOffset leftOverResourcesOffset) { builder.AddOffset(11, leftOverResourcesOffset.Value, 0); }
public static void AddClips(FlatBufferBuilder builder, VectorOffset clipsOffset) { builder.AddOffset(0, clipsOffset.Value, 0); }
public static void AddPlayerName(FlatBufferBuilder builder, StringOffset playerNameOffset) { builder.AddOffset(9, playerNameOffset.Value, 0); }
public static void AddItems(FlatBufferBuilder builder, VectorOffset itemsOffset) { builder.AddOffset(1, itemsOffset.Value, 0); }
public static void AddSectors(FlatBufferBuilder builder, VectorOffset sectorsOffset) { builder.AddOffset(5, sectorsOffset.Value, 0); }
public static void AddName(FlatBufferBuilder builder, StringOffset nameOffset) { builder.AddOffset(0, nameOffset.Value, 0); }
public static void AddTechnologies(FlatBufferBuilder builder, VectorOffset technologiesOffset) { builder.AddOffset(3, technologiesOffset.Value, 0); }
public static VectorOffset CreateItemsVector(FlatBufferBuilder builder, Offset<uvSwapItemData>[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); }
public static void AddWorkers(FlatBufferBuilder builder, Offset<Workers> workersOffset) { builder.AddOffset(0, workersOffset.Value, 0); }
public static void AddCurrentQuests(FlatBufferBuilder builder, VectorOffset currentQuestsOffset) { builder.AddOffset(6, currentQuestsOffset.Value, 0); }
public static VectorOffset CreatePlayerResourcesVector(FlatBufferBuilder builder, Offset<TypeAmount>[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); }
public static void AddDefences(FlatBufferBuilder builder, VectorOffset defencesOffset) { builder.AddOffset(14, defencesOffset.Value, 0); }
public static VectorOffset CreateUnitLevelsVector(FlatBufferBuilder builder, Offset<TypeLevel>[] data) { builder.StartVector(4, data.Length, 4); for (int i = data.Length - 1; i >= 0; i--) builder.AddOffset(data[i].Value); return builder.EndVector(); }
public static void AddIslands(FlatBufferBuilder builder, VectorOffset islandsOffset) { builder.AddOffset(12, islandsOffset.Value, 0); }
public static void AddCompletedQuests(FlatBufferBuilder builder, VectorOffset completedQuestsOffset) { builder.AddOffset(7, completedQuestsOffset.Value, 0); }
public static void AddCidade(FlatBufferBuilder builder, StringOffset cidadeOffset) { builder.AddOffset(4, cidadeOffset.Value, 0); }