// <auto-generated> // automatically generated by the FlatBuffers compiler, do not modify // </auto-generated> namespace MyGame.Example { using global::System; using global::FlatBuffers; public struct Vec3 : 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 Vec3 __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public float X { get { return __p.bb.GetFloat(__p.bb_pos + 0); } } public void MutateX(float x) { __p.bb.PutFloat(__p.bb_pos + 0, x); } public float Y { get { return __p.bb.GetFloat(__p.bb_pos + 4); } } public void MutateY(float y) { __p.bb.PutFloat(__p.bb_pos + 4, y); } public float Z { get { return __p.bb.GetFloat(__p.bb_pos + 8); } } public void MutateZ(float z) { __p.bb.PutFloat(__p.bb_pos + 8, z); } public double Test1 { get { return __p.bb.GetDouble(__p.bb_pos + 16); } } public void MutateTest1(double test1) { __p.bb.PutDouble(__p.bb_pos + 16, test1); } public Color Test2 { get { return (Color)__p.bb.GetSbyte(__p.bb_pos + 24); } } public void MutateTest2(Color test2) { __p.bb.PutSbyte(__p.bb_pos + 24, (sbyte)test2); } public Test Test3 { get { return (new Test()).__assign(__p.bb_pos + 26, __p.bb); } } public static Offset<Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, Color Test2, short test3_A, sbyte test3_B) { builder.Prep(8, 32); builder.Pad(2); builder.Prep(2, 4); builder.Pad(1); builder.PutSbyte(test3_B); builder.PutShort(test3_A); builder.Pad(1); builder.PutSbyte((sbyte)Test2); builder.PutDouble(Test1); builder.Pad(4); builder.PutFloat(Z); builder.PutFloat(Y); builder.PutFloat(X); return new Offset<Vec3>(builder.Offset); } }; }