public static Offset <Attr> CreateAttr(FlatBufferBuilder builder, float atk = 0.0f, float def = 0.0f, float hp = 0.0f, float critRate = 0.0f, float resilienceRate = 0.0f, float critValue = 0.0f, float resilienceValue = 0.0f, int iceDamage = 0, int iceDefense = 0, float iceBonus = 0.0f, float iceResist = 0.0f, int fireDamage = 0, int fireDefense = 0, float fireBonus = 0.0f, float fireResist = 0.0f, int lightingDamage = 0, int lightingDefense = 0, float lightingBonus = 0.0f, float lightingResist = 0.0f, int poisonDamage = 0, int poisonDefense = 0, float poisonBonus = 0.0f, float poisonResist = 0.0f) { builder.StartObject(23); Attr.AddPoisonResist(builder, poisonResist); Attr.AddPoisonBonus(builder, poisonBonus); Attr.AddPoisonDefense(builder, poisonDefense); Attr.AddPoisonDamage(builder, poisonDamage); Attr.AddLightingResist(builder, lightingResist); Attr.AddLightingBonus(builder, lightingBonus); Attr.AddLightingDefense(builder, lightingDefense); Attr.AddLightingDamage(builder, lightingDamage); Attr.AddFireResist(builder, fireResist); Attr.AddFireBonus(builder, fireBonus); Attr.AddFireDefense(builder, fireDefense); Attr.AddFireDamage(builder, fireDamage); Attr.AddIceResist(builder, iceResist); Attr.AddIceBonus(builder, iceBonus); Attr.AddIceDefense(builder, iceDefense); Attr.AddIceDamage(builder, iceDamage); Attr.AddResilienceValue(builder, resilienceValue); Attr.AddCritValue(builder, critValue); Attr.AddResilienceRate(builder, resilienceRate); Attr.AddCritRate(builder, critRate); Attr.AddHp(builder, hp); Attr.AddDef(builder, def); Attr.AddAtk(builder, atk); return(Attr.EndAttr(builder)); }
public Attr GetHeroAttr(Attr obj) { int o = __offset(84); return(o != 0 ? obj.__init(__indirect(o + bb_pos), bb) : null); }
public static Attr GetRootAsAttr(ByteBuffer _bb, Attr obj) { return(obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }