// <auto-generated> // automatically generated by the FlatBuffers compiler, do not modify // </auto-generated> namespace MyGame.Example2 { using global::System; using global::FlatBuffers; public struct Monster : IFlatbufferObject { private Table __p; public ByteBuffer ByteBuffer { get { return __p.bb; } } public static Monster GetRootAsMonster(ByteBuffer _bb) { return GetRootAsMonster(_bb, new Monster()); } public static Monster GetRootAsMonster(ByteBuffer _bb, Monster obj) { return (obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); } public void __init(int _i, ByteBuffer _bb) { __p.bb_pos = _i; __p.bb = _bb; } public Monster __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; } public static void StartMonster(FlatBufferBuilder builder) { builder.StartObject(0); } public static Offset<Monster> EndMonster(FlatBufferBuilder builder) { int o = builder.EndObject(); return new Offset<Monster>(o); } }; }