예제 #1
0
 public static Offset <Vec2> CreateVec2(FlatBufferBuilder builder, float X, float Y)
 {
     builder.Prep(4, 8);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <Vec2>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.Position> CreatePosition(FlatBufferBuilder builder, float X, float Y)
 {
     builder.Prep(4, 8);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <UdpMessages.ServerClientMessages.Position>(builder.Offset));
 }
예제 #3
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 public static Offset <UdpMessages.ClientServerMessages.ShootNormalProjectileActionFix> CreateShootNormalProjectileActionFix(FlatBufferBuilder builder, float PosX, float PosY)
 {
     builder.Prep(4, 8);
     builder.PutFloat(PosY);
     builder.PutFloat(PosX);
     return(new Offset <UdpMessages.ClientServerMessages.ShootNormalProjectileActionFix>(builder.Offset));
 }
예제 #4
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 public static Offset <FlatSharpTests.Oracle.Location> CreateLocation(FlatBufferBuilder builder, float X, float Y, float Z)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Z);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <FlatSharpTests.Oracle.Location>(builder.Offset));
 }
예제 #5
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 public static Offset <Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Z);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <Vec3>(builder.Offset));
 }
예제 #6
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 public static Offset <Rotator> CreateRotator(FlatBufferBuilder builder, float Pitch, float Yaw, float Roll)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Roll);
     builder.PutFloat(Yaw);
     builder.PutFloat(Pitch);
     return(new Offset <Rotator>(builder.Offset));
 }
예제 #7
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 public static Offset <UdpMessages.ClientServerMessages.ClientInputMessageFix> CreateClientInputMessageFix(FlatBufferBuilder builder, float InputX, float InputY, float Direction)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Direction);
     builder.PutFloat(InputY);
     builder.PutFloat(InputX);
     return(new Offset <UdpMessages.ClientServerMessages.ClientInputMessageFix>(builder.Offset));
 }
예제 #8
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 public static Offset <Price> CreatePrice(FlatBufferBuilder builder, float Spot, float Open, float Close)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Close);
     builder.PutFloat(Open);
     builder.PutFloat(Spot);
     return(new Offset <Price>(builder.Offset));
 }
예제 #9
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 public static Offset <FRange> CreateFRange(FlatBufferBuilder builder, int DecimalGranularity, float MaxValue, float MinValue)
 {
     builder.Prep(4, 12);
     builder.PutFloat(MinValue);
     builder.PutFloat(MaxValue);
     builder.PutInt(DecimalGranularity);
     return(new Offset <FRange>(builder.Offset));
 }
예제 #10
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 public static Offset <FCT.CookieBakerRT.IPC_DataFormat.Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Z);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <FCT.CookieBakerRT.IPC_DataFormat.Vec3>(builder.Offset));
 }
예제 #11
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파일: Color.cs 프로젝트: gotenxds/Redrook
 public static Offset <Color> CreateColor(FlatBufferBuilder builder, float Red, float Blue, float Green, float Alpha)
 {
     builder.Prep(4, 16);
     builder.PutFloat(Alpha);
     builder.PutFloat(Green);
     builder.PutFloat(Blue);
     builder.PutFloat(Red);
     return(new Offset <Color>(builder.Offset));
 }
예제 #12
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 public static Offset <UdpMessages.ServerClientMessages.SpaceshipHealingChangedMessageFix> CreateSpaceshipHealingChangedMessageFix(FlatBufferBuilder builder, byte Owner, float HealingSpeed, float LifePoints)
 {
     builder.Prep(4, 12);
     builder.PutFloat(LifePoints);
     builder.PutFloat(HealingSpeed);
     builder.Pad(3);
     builder.PutByte(Owner);
     return(new Offset <UdpMessages.ServerClientMessages.SpaceshipHealingChangedMessageFix>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.CollisionFix> CreateCollisionFix(FlatBufferBuilder builder, float collisionPoint_X, float collisionPoint_Y, float SurfaceDirection)
 {
     builder.Prep(4, 12);
     builder.PutFloat(SurfaceDirection);
     builder.Prep(4, 8);
     builder.PutFloat(collisionPoint_Y);
     builder.PutFloat(collisionPoint_X);
     return(new Offset <UdpMessages.ServerClientMessages.CollisionFix>(builder.Offset));
 }
예제 #14
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 public static Offset <space_data.EntityMove> CreateEntityMove(FlatBufferBuilder builder, uint Id, float pos_X, float pos_Y)
 {
     builder.Prep(4, 12);
     builder.Prep(4, 8);
     builder.PutFloat(pos_Y);
     builder.PutFloat(pos_X);
     builder.PutUint(Id);
     return(new Offset <space_data.EntityMove>(builder.Offset));
 }
예제 #15
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 public static Offset <Quaternion> CreateQuaternion(FlatBufferBuilder builder, float X, float Y, float Z, float W)
 {
     builder.Prep(4, 16);
     builder.PutFloat(W);
     builder.PutFloat(Z);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <Quaternion>(builder.Offset));
 }
예제 #16
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 public static Offset <Vector4> CreateVector4(FlatBufferBuilder builder, float X, float Y, float Z, float W)
 {
     builder.Prep(4, 16);
     builder.PutFloat(W);
     builder.PutFloat(Z);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     return(new Offset <Vector4>(builder.Offset));
 }
예제 #17
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 public static Offset <UdpMessages.ServerClientMessages.PlayerPositionData> CreatePlayerPositionData(FlatBufferBuilder builder, float position_X, float position_Y, float Direction)
 {
     builder.Prep(4, 12);
     builder.PutFloat(Direction);
     builder.Prep(4, 8);
     builder.PutFloat(position_Y);
     builder.PutFloat(position_X);
     return(new Offset <UdpMessages.ServerClientMessages.PlayerPositionData>(builder.Offset));
 }
예제 #18
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 public static Offset <Color> CreateColor(FlatBufferBuilder builder, float A, float B, float G, float R)
 {
     builder.Prep(4, 16);
     builder.PutFloat(R);
     builder.PutFloat(G);
     builder.PutFloat(B);
     builder.PutFloat(A);
     return(new Offset <Color>(builder.Offset));
 }
예제 #19
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 public static Offset <IndexedVec3> CreateIndexedVec3(FlatBufferBuilder builder, int Index, float position_X, float position_Y, float position_Z)
 {
     builder.Prep(4, 16);
     builder.Prep(4, 12);
     builder.PutFloat(position_Z);
     builder.PutFloat(position_Y);
     builder.PutFloat(position_X);
     builder.PutInt(Index);
     return(new Offset <IndexedVec3>(builder.Offset));
 }
예제 #20
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 public static Offset <FfiResponses.V2Package> CreateV2Package(FlatBufferBuilder builder, FfiResponses.ResponseKind Kind, uint Ordering, float X, float Y)
 {
     builder.Prep(4, 16);
     builder.PutFloat(Y);
     builder.PutFloat(X);
     builder.PutUint(Ordering);
     builder.Pad(2);
     builder.PutUshort((ushort)Kind);
     return(new Offset <FfiResponses.V2Package>(builder.Offset));
 }
 public static Offset <Player> CreatePlayer(FlatBufferBuilder builder, int Id, float pos_X, float pos_Y, float pos_Z)
 {
     builder.Prep(4, 16);
     builder.Prep(4, 12);
     builder.PutFloat(pos_Z);
     builder.PutFloat(pos_Y);
     builder.PutFloat(pos_X);
     builder.PutInt(Id);
     return(new Offset <Player>(builder.Offset));
 }
예제 #22
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 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.RespawnPoint> CreateRespawnPoint(FlatBufferBuilder builder, float position_X, float position_Y, float Width, float Height)
 {
     builder.Prep(4, 16);
     builder.PutFloat(Height);
     builder.PutFloat(Width);
     builder.Prep(4, 8);
     builder.PutFloat(position_Y);
     builder.PutFloat(position_X);
     return(new Offset <UdpMessages.ServerClientMessages.RespawnPoint>(builder.Offset));
 }
예제 #24
0
 public static Offset <KeyFrame> CreateKeyFrame(FlatBufferBuilder builder, float InTangent, float OutTangent, int TangentMode, float Time, float Value)
 {
     builder.Prep(4, 20);
     builder.PutFloat(Value);
     builder.PutFloat(Time);
     builder.PutInt(TangentMode);
     builder.PutFloat(OutTangent);
     builder.PutFloat(InTangent);
     return(new Offset <KeyFrame>(builder.Offset));
 }
예제 #25
0
 public static Offset <space_data.EntityJump> CreateEntityJump(FlatBufferBuilder builder, uint Id, uint SectorId, float pos_X, float pos_Y)
 {
     builder.Prep(4, 16);
     builder.Prep(4, 8);
     builder.PutFloat(pos_Y);
     builder.PutFloat(pos_X);
     builder.PutUint(SectorId);
     builder.PutUint(Id);
     return(new Offset <space_data.EntityJump>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.SpaceshipState> CreateSpaceshipState(FlatBufferBuilder builder, float LifePoints, float position_X, float position_Y, float Direction, float HealingSpeed)
 {
     builder.Prep(4, 20);
     builder.PutFloat(HealingSpeed);
     builder.PutFloat(Direction);
     builder.Prep(4, 8);
     builder.PutFloat(position_Y);
     builder.PutFloat(position_X);
     builder.PutFloat(LifePoints);
     return(new Offset <UdpMessages.ServerClientMessages.SpaceshipState>(builder.Offset));
 }
예제 #27
0
 public static Offset <GPS> CreateGPS(FlatBufferBuilder builder, double Lat, double Lon, float Alt, float GsN, float GsE, float GsD)
 {
     builder.Prep(8, 32);
     builder.PutFloat(GsD);
     builder.PutFloat(GsE);
     builder.PutFloat(GsN);
     builder.PutFloat(Alt);
     builder.PutDouble(Lon);
     builder.PutDouble(Lat);
     return(new Offset <GPS>(builder.Offset));
 }
 public static Offset <UdpMessages.ServerClientMessages.ProjectileDirectionChangedMessageFix> CreateProjectileDirectionChangedMessageFix(FlatBufferBuilder builder, byte ProjectileId, float position_X, float position_Y, float Direction)
 {
     builder.Prep(4, 16);
     builder.PutFloat(Direction);
     builder.Prep(4, 8);
     builder.PutFloat(position_Y);
     builder.PutFloat(position_X);
     builder.Pad(3);
     builder.PutByte(ProjectileId);
     return(new Offset <UdpMessages.ServerClientMessages.ProjectileDirectionChangedMessageFix>(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));
 }
 public static Offset <UdpMessages.ServerClientMessages.ControlPointTakenMessageFix> CreateControlPointTakenMessageFix(FlatBufferBuilder builder, byte ControlPointId, byte Team, float TeamOneControlProgression, float TeamTwoControlProgression, float TimeToDraw)
 {
     builder.Prep(4, 16);
     builder.PutFloat(TimeToDraw);
     builder.PutFloat(TeamTwoControlProgression);
     builder.PutFloat(TeamOneControlProgression);
     builder.Pad(2);
     builder.PutByte(Team);
     builder.PutByte(ControlPointId);
     return(new Offset <UdpMessages.ServerClientMessages.ControlPointTakenMessageFix>(builder.Offset));
 }