示例#1
0
        public TypeAliasesT UnPack()
        {
            var _o = new TypeAliasesT();

            this.UnPackTo(_o);
            return(_o);
        }
示例#2
0
 public void UnPackTo(TypeAliasesT _o)
 {
     _o.I8  = this.I8;
     _o.U8  = this.U8;
     _o.I16 = this.I16;
     _o.U16 = this.U16;
     _o.I32 = this.I32;
     _o.U32 = this.U32;
     _o.I64 = this.I64;
     _o.U64 = this.U64;
     _o.F32 = this.F32;
     _o.F64 = this.F64;
     _o.V8  = new List <sbyte>();
     for (var _j = 0; _j < this.V8Length; ++_j)
     {
         _o.V8.Add(this.V8(_j));
     }
     _o.Vf64 = new List <double>();
     for (var _j = 0; _j < this.Vf64Length; ++_j)
     {
         _o.Vf64.Add(this.Vf64(_j));
     }
 }
示例#3
0
        public static Offset <MyGame.Example.TypeAliases> Pack(FlatBufferBuilder builder, TypeAliasesT _o)
        {
            if (_o == null)
            {
                return(default(Offset <MyGame.Example.TypeAliases>));
            }
            var _v8 = default(VectorOffset);

            if (_o.V8 != null)
            {
                var __v8 = _o.V8.ToArray();
                _v8 = CreateV8Vector(builder, __v8);
            }
            var _vf64 = default(VectorOffset);

            if (_o.Vf64 != null)
            {
                var __vf64 = _o.Vf64.ToArray();
                _vf64 = CreateVf64Vector(builder, __vf64);
            }
            return(CreateTypeAliases(
                       builder,
                       _o.I8,
                       _o.U8,
                       _o.I16,
                       _o.U16,
                       _o.I32,
                       _o.U32,
                       _o.I64,
                       _o.U64,
                       _o.F32,
                       _o.F64,
                       _v8,
                       _vf64));
        }