internal Offset <PlayerResultInfoS> Create(ref FlatBufferBuilder fbb) { StringOffset nameOff = fbb.CreateString(Name); Offset <PlayerResultInfoS> result = PlayerResultInfoS.CreatePlayerResultInfoS(fbb, PlayerNumber, nameOff, (int)Hero, Kills, Deaths); return(result); }
internal static PlayerScoreInfo Deserialize(PlayerResultInfoS pResultS) { PlayerScoreInfo playerResultInfo = new PlayerScoreInfo(); playerResultInfo.PlayerNumber = pResultS.Number; playerResultInfo.Name = pResultS.Name; playerResultInfo.Hero = (EHero)pResultS.Hero; playerResultInfo.Kills = pResultS.Kills; playerResultInfo.Deaths = pResultS.LivesLeft; //todo: regenerate flatbuffer return(playerResultInfo); }
public static Offset <PlayerResultInfoS> CreatePlayerResultInfoS(FlatBufferBuilder builder, int number = 0, StringOffset nameOffset = default(StringOffset), int hero = 0, int kills = 0, int livesLeft = 0) { builder.StartTable(5); PlayerResultInfoS.AddLivesLeft(builder, livesLeft); PlayerResultInfoS.AddKills(builder, kills); PlayerResultInfoS.AddHero(builder, hero); PlayerResultInfoS.AddName(builder, nameOffset); PlayerResultInfoS.AddNumber(builder, number); return(PlayerResultInfoS.EndPlayerResultInfoS(builder)); }
public static PlayerResultInfoS GetRootAsPlayerResultInfoS(ByteBuffer _bb, PlayerResultInfoS obj) { return(obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }