예제 #1
0
        public static Offset <Material> EndMaterial(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // name
            builder.Required(o, 6); // shader
            return(new Offset <Material>(o));
        }
예제 #2
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        public static Offset <FActuator> EndFActuator(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // actuator_name
            builder.Required(o, 6); // actuator_range
            return(new Offset <FActuator>(o));
        }
예제 #3
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        public static Offset <FMotor> EndFMotor(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // motor_name
            builder.Required(o, 6); // valid_input
            return(new Offset <FMotor>(o));
        }
예제 #4
0
        public static Offset <FReaction> EndFReaction(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // environment_name
            builder.Required(o, 6); // parameters
            return(new Offset <FReaction>(o));
        }
예제 #5
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        public static Offset <UdpMessages.ServerClientMessages.MatchInitializedMessage> EndMatchInitializedMessage(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 8);  // teamOnePlayers
            builder.Required(o, 10); // teamTwoPlayers
            return(new Offset <UdpMessages.ServerClientMessages.MatchInitializedMessage>(o));
        }
예제 #6
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        public static Offset <FValuedVector3s> EndFValuedVector3s(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // vals
            builder.Required(o, 6); // points
            return(new Offset <FValuedVector3s>(o));
        }
예제 #7
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        public static Offset <ShaderProperty> EndShaderProperty(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4);  // names
            builder.Required(o, 10); // value
            return(new Offset <ShaderProperty>(o));
        }
예제 #8
0
파일: Player.cs 프로젝트: Qarian/UPZP-Front
        public static Offset <Upzp.GameStatus.Player> EndPlayer(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4);  // name
            builder.Required(o, 10); // position
            return(new Offset <Upzp.GameStatus.Player>(o));
        }
예제 #9
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        public static Offset <UdpMessages.ServerClientMessages.Obstacle> EndObstacle(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4); // position
            builder.Required(o, 6); // collider
            return(new Offset <UdpMessages.ServerClientMessages.Obstacle>(o));
        }
예제 #10
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        public static Offset <FConfigurable> EndFConfigurable(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4);  // configurable_name
            builder.Required(o, 10); // configurable_range
            return(new Offset <FConfigurable>(o));
        }
예제 #11
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        public static Offset <FMotion> EndFMotion(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // actor_name
            builder.Required(o, 6); // actuator_name
            return(new Offset <FMotion>(o));
        }
예제 #12
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        public static Offset <ShaderPropertyTexture> EndShaderPropertyTexture(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // name
            builder.Required(o, 6); // offset
            builder.Required(o, 8); // scale
            return(new Offset <ShaderPropertyTexture>(o));
        }
예제 #13
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        public static Offset <Mesh> EndMesh(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4);  // vertices
            builder.Required(o, 24); // triangles
            builder.Required(o, 34); // bound
            return(new Offset <Mesh>(o));
        }
예제 #14
0
        public static Offset <SpriteBox> EndSpriteBox(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 6);  // spriteBoxName
            builder.Required(o, 8);  // layer
            builder.Required(o, 10); // assetName
            builder.Required(o, 12); // renderMethod
            builder.Required(o, 14); // spriteSeqEndType
            return(new Offset <SpriteBox>(o));
        }
예제 #15
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        public static Offset <UdpMessages.ServerClientMessages.InitGameMessage> EndInitGameMessage(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4);  // fix
            builder.Required(o, 6);  // spaceships
            builder.Required(o, 8);  // obstacles
            builder.Required(o, 10); // projectiles
            builder.Required(o, 12); // controlPointStates
            return(new Offset <UdpMessages.ServerClientMessages.InitGameMessage>(o));
        }
        public static Offset <FlatSharpTests.Oracle.SortedVectorStringTable> EndSortedVectorStringTable(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4); // Value
            return(new Offset <FlatSharpTests.Oracle.SortedVectorStringTable>(o));
        }
예제 #17
0
        public static Offset <Nugget> EndNugget(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 10); // flakes
            return(new Offset <Nugget>(o));
        }
        public static Offset <UdpMessages.ServerClientMessages.SpaceshipRespawnedMessage> EndSpaceshipRespawnedMessage(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4); // fix
            return(new Offset <UdpMessages.ServerClientMessages.SpaceshipRespawnedMessage>(o));
        }
예제 #19
0
        public static Offset <ReactiveMarkets.PlatformApi.MDSnapshotL2> EndMDSnapshotL2(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 8); // market
            return(new Offset <ReactiveMarkets.PlatformApi.MDSnapshotL2>(o));
        }
예제 #20
0
        public static Offset <FState> EndFState(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // environment_name
            return(new Offset <FState>(o));
        }
예제 #21
0
        public static Offset <FSensor> EndFSensor(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // sensor_name
            return(new Offset <FSensor>(o));
        }
        public static Offset <UdpMessages.ClientServerMessages.EnterQueueMessage> EndEnterQueueMessage(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 6); // username
            return(new Offset <UdpMessages.ClientServerMessages.EnterQueueMessage>(o));
        }
예제 #23
0
        public static Offset <UdpMessages.ClientServerMessages.ShootBouncingProjectileAction> EndShootBouncingProjectileAction(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4); // fix
            return(new Offset <UdpMessages.ClientServerMessages.ShootBouncingProjectileAction>(o));
        }
예제 #24
0
        public static Offset <UdpMessages.ServerClientMessages.Spaceship> EndSpaceship(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 6); // username
            return(new Offset <UdpMessages.ServerClientMessages.Spaceship>(o));
        }
예제 #25
0
        public static Offset <JoinRoomCommand> EndJoinRoomCommand(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // token
            return(new Offset <JoinRoomCommand>(o));
        }
예제 #26
0
        public static Offset <BodyMotion> EndBodyMotion(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 8); // radius_mm
            return(new Offset <BodyMotion>(o));
        }
예제 #27
0
        public static Offset <Geometry> EndGeometry(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 12); // coords
            return(new Offset <Geometry>(o));
        }
예제 #28
0
        public static Offset <FDisplayable> EndFDisplayable(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 4); // displayable_name
            return(new Offset <FDisplayable>(o));
        }
예제 #29
0
        public static Offset <Monster> EndMonster(FlatBufferBuilder builder)
        {
            int o = builder.EndObject();

            builder.Required(o, 10); // name
            return(new Offset <Monster>(o));
        }
예제 #30
0
        public static Offset <FlatGeobuf.Column> EndColumn(FlatBufferBuilder builder)
        {
            int o = builder.EndTable();

            builder.Required(o, 4); // name
            return(new Offset <FlatGeobuf.Column>(o));
        }