// <auto-generated> // automatically generated by the FlatBuffers compiler, do not modify // </auto-generated> namespace MyGame.Example { using global::System; using global::FlatBuffers; public struct Ability : IFlatbufferObject { private Struct __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public void __init(int _i, ByteBuffer _bb) { __p.bb_pos = _i; __p.bb = _bb; } public Ability __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public uint Id { get { return __p.bb.GetUint(__p.bb_pos + 0); } } public void MutateId(uint id) { __p.bb.PutUint(__p.bb_pos + 0, id); } public uint Distance { get { return __p.bb.GetUint(__p.bb_pos + 4); } } public void MutateDistance(uint distance) { __p.bb.PutUint(__p.bb_pos + 4, distance); } public static Offset<Ability> CreateAbility(FlatBufferBuilder builder, uint Id, uint Distance) { builder.Prep(4, 8); builder.PutUint(Distance); builder.PutUint(Id); return new Offset<Ability>(builder.Offset); } }; }