public static Offset <UdpMessages.ServerClientMessages.ControlPointStateFix> CreateControlPointStateFix(FlatBufferBuilder builder, float position_X, float position_Y, bool ContestedByTeamOne, bool ContestedByTeamTwo, byte ProgressedTeam, float Progression, float TimeBeforeCooldown)
 {
     builder.Prep(4, 20);
     builder.PutFloat(TimeBeforeCooldown);
     builder.PutFloat(Progression);
     builder.Pad(1);
     builder.PutByte(ProgressedTeam);
     builder.PutBool(ContestedByTeamTwo);
     builder.PutBool(ContestedByTeamOne);
     builder.Prep(4, 8);
     builder.PutFloat(position_Y);
     builder.PutFloat(position_X);
     return(new Offset <UdpMessages.ServerClientMessages.ControlPointStateFix>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.PlayerConnectionChangedMessageFix> CreatePlayerConnectionChangedMessageFix(FlatBufferBuilder builder, byte PlayerNumber, bool IsConnected)
 {
     builder.Prep(1, 2);
     builder.PutBool(IsConnected);
     builder.PutByte(PlayerNumber);
     return(new Offset <UdpMessages.ServerClientMessages.PlayerConnectionChangedMessageFix>(builder.Offset));
 }
예제 #3
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파일: B.cs 프로젝트: chwlili/FBSEditor
 public static Offset <B> CreateB(FlatBufferBuilder builder, int Id, bool A)
 {
     builder.Prep(4, 8);
     builder.Pad(3);
     builder.PutBool(A);
     builder.PutInt(Id);
     return(new Offset <B>(builder.Offset));
 }
예제 #4
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 public static Offset <FRange> CreateFRange(FlatBufferBuilder builder, int DecimalGranularity, float MaxValue, float MinValue, bool Normalised)
 {
     builder.Prep(4, 16);
     builder.Pad(3);
     builder.PutBool(Normalised);
     builder.PutFloat(MinValue);
     builder.PutFloat(MaxValue);
     builder.PutInt(DecimalGranularity);
     return(new Offset <FRange>(builder.Offset));
 }
예제 #5
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 public static Offset <FSimulatorConfiguration> CreateFSimulatorConfiguration(FlatBufferBuilder builder, int Width, int Height, bool FullScreen, int QualityLevel, float TimeScale, float TargetFrameRate, int WaitEvery, int FrameSkips, int ResetIterations, int NumOfEnvironments, bool DoSerialiseIndidualObservables, bool DoSerialiseUnobservables)
 {
     builder.Prep(4, 44);
     builder.Pad(2);
     builder.PutBool(DoSerialiseUnobservables);
     builder.PutBool(DoSerialiseIndidualObservables);
     builder.PutInt(NumOfEnvironments);
     builder.PutInt(ResetIterations);
     builder.PutInt(FrameSkips);
     builder.PutInt(WaitEvery);
     builder.PutFloat(TargetFrameRate);
     builder.PutFloat(TimeScale);
     builder.PutInt(QualityLevel);
     builder.Pad(3);
     builder.PutBool(FullScreen);
     builder.PutInt(Height);
     builder.PutInt(Width);
     return(new Offset <FSimulatorConfiguration>(builder.Offset));
 }
 public static Offset <PlayerData> CreatePlayerData(FlatBufferBuilder builder, long UserId, float PosX, float PosY, bool Active)
 {
     builder.Prep(8, 24);
     builder.Pad(7);
     builder.PutBool(Active);
     builder.PutFloat(PosY);
     builder.PutFloat(PosX);
     builder.PutLong(UserId);
     return(new Offset <PlayerData>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.ControlPointContestingChangedMessageFix> CreateControlPointContestingChangedMessageFix(FlatBufferBuilder builder, byte ControlPointId, byte Team, bool IsContesting, byte ProgressedTeam, float Progression, float TimeToDraw)
 {
     builder.Prep(4, 12);
     builder.PutFloat(TimeToDraw);
     builder.PutFloat(Progression);
     builder.PutByte(ProgressedTeam);
     builder.PutBool(IsContesting);
     builder.PutByte(Team);
     builder.PutByte(ControlPointId);
     return(new Offset <UdpMessages.ServerClientMessages.ControlPointContestingChangedMessageFix>(builder.Offset));
 }
예제 #8
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 public static Offset <BrushSettings> CreateBrushSettings(FlatBufferBuilder builder, BrushType BrushType, BrushMode BrushMode, bool IsOneSided, bool IsFlat, bool TaperOpacity, bool TaperShape, bool ConstantWidth, bool MultiLine, bool IsWeb, bool IsObjectSpaceTex, int TextureIndex)
 {
     builder.Prep(4, 16);
     builder.PutInt(TextureIndex);
     builder.PutBool(IsObjectSpaceTex);
     builder.PutBool(IsWeb);
     builder.PutBool(MultiLine);
     builder.PutBool(ConstantWidth);
     builder.PutBool(TaperShape);
     builder.PutBool(TaperOpacity);
     builder.PutBool(IsFlat);
     builder.PutBool(IsOneSided);
     builder.PutShort((short)BrushMode);
     builder.PutShort((short)BrushType);
     return(new Offset <BrushSettings>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.VersionMessageFix> CreateVersionMessageFix(FlatBufferBuilder builder, byte minVersion_MajorVersion, byte minVersion_MinorVersion, byte minVersion_PatchVersion, byte maxVersion_MajorVersion, byte maxVersion_MinorVersion, byte maxVersion_PatchVersion, bool NewMatchesAllowed)
 {
     builder.Prep(1, 7);
     builder.PutBool(NewMatchesAllowed);
     builder.Prep(1, 3);
     builder.PutByte(maxVersion_PatchVersion);
     builder.PutByte(maxVersion_MinorVersion);
     builder.PutByte(maxVersion_MajorVersion);
     builder.Prep(1, 3);
     builder.PutByte(minVersion_PatchVersion);
     builder.PutByte(minVersion_MinorVersion);
     builder.PutByte(minVersion_MajorVersion);
     return(new Offset <UdpMessages.ServerClientMessages.VersionMessageFix>(builder.Offset));
 }
예제 #10
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 public static Offset <FSimulatorConfiguration> CreateFSimulatorConfiguration(FlatBufferBuilder builder, int Width, int Height, bool FullScreen, int QualityLevel, float TimeScale, float TargetFrameRate, int WaitEvery, int FrameSkips, int ResetIterations)
 {
     builder.Prep(4, 36);
     builder.PutInt(ResetIterations);
     builder.PutInt(FrameSkips);
     builder.PutInt(WaitEvery);
     builder.PutFloat(TargetFrameRate);
     builder.PutFloat(TimeScale);
     builder.PutInt(QualityLevel);
     builder.Pad(3);
     builder.PutBool(FullScreen);
     builder.PutInt(Height);
     builder.PutInt(Width);
     return(new Offset <FSimulatorConfiguration>(builder.Offset));
 }
예제 #11
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 public static Offset <FReactionParameters> CreateFReactionParameters(FlatBufferBuilder builder, bool Terminable, bool Step, bool Reset, bool Configure, bool Describe, bool EpisodeCount)
 {
     builder.Prep(1, 6);
     builder.PutBool(EpisodeCount);
     builder.PutBool(Describe);
     builder.PutBool(Configure);
     builder.PutBool(Reset);
     builder.PutBool(Step);
     builder.PutBool(Terminable);
     return(new Offset <FReactionParameters>(builder.Offset));
 }
예제 #12
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 public static Offset <Bool> CreateBool(FlatBufferBuilder builder, bool Val)
 {
     builder.Prep(1, 1);
     builder.PutBool(Val);
     return(new Offset <Bool>(builder.Offset));
 }