Update Lobster monster sample
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parent
d3e8cb60a1
commit
a3dfcf3326
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@ -1,7 +1,7 @@
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// automatically generated by the FlatBuffers compiler, do not modify
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import flatbuffers
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namespace MyGame_Sample
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namespace MyGame.Sample
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enum Color:
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Color_Red = 0
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@ -18,7 +18,7 @@ class Monster
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class Weapon
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class Vec3 : flatbuffers_handle
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class Vec3 : flatbuffers.handle
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def x() -> float:
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return buf_.read_float32_le(pos_ + 0)
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def y() -> float:
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@ -26,50 +26,50 @@ class Vec3 : flatbuffers_handle
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def z() -> float:
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return buf_.read_float32_le(pos_ + 8)
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def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float):
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def CreateVec3(b_:flatbuffers.builder, x:float, y:float, z:float):
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b_.Prep(4, 12)
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b_.PrependFloat32(z)
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b_.PrependFloat32(y)
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b_.PrependFloat32(x)
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return b_.Offset()
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class Monster : flatbuffers_handle
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def pos() -> MyGame_Sample_Vec3?:
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let o = buf_.flatbuffers_field_struct(pos_, 4)
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return if o: MyGame_Sample_Vec3 { buf_, o } else: nil
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class Monster : flatbuffers.handle
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def pos() -> MyGame.Sample.Vec3?:
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let o = flatbuffers.field_struct(buf_, pos_, 4)
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return if o: MyGame.Sample.Vec3 { buf_, o } else: nil
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def mana() -> int:
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return buf_.flatbuffers_field_int16(pos_, 6, 150)
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return flatbuffers.field_int16(buf_, pos_, 6, 150)
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def hp() -> int:
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return buf_.flatbuffers_field_int16(pos_, 8, 100)
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return flatbuffers.field_int16(buf_, pos_, 8, 100)
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def name() -> string:
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return buf_.flatbuffers_field_string(pos_, 10)
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return flatbuffers.field_string(buf_, pos_, 10)
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def inventory(i:int) -> int:
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return buf_.read_uint8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1)
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return read_uint8_le(buf_, buf_.flatbuffers.field_vector(pos_, 14) + i * 1)
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def inventory_length() -> int:
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return buf_.flatbuffers_field_vector_len(pos_, 14)
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return flatbuffers.field_vector_len(buf_, pos_, 14)
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def color() -> Color:
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return Color(buf_.flatbuffers_field_int8(pos_, 16, 2))
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def weapons(i:int) -> MyGame_Sample_Weapon:
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return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) }
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return Color(flatbuffers.field_int8(buf_, pos_, 16, 2))
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def weapons(i:int) -> MyGame.Sample.Weapon:
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return MyGame.Sample.Weapon { buf_, flatbuffers.indirect(buf_, flatbuffers.field_vector(buf_, pos_, 18) + i * 4) }
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def weapons_length() -> int:
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return buf_.flatbuffers_field_vector_len(pos_, 18)
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return flatbuffers.field_vector_len(buf_, pos_, 18)
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def equipped_type() -> Equipment:
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return Equipment(buf_.flatbuffers_field_uint8(pos_, 20, 0))
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return Equipment(flatbuffers.field_uint8(buf_, pos_, 20, 0))
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def equipped_as_Weapon():
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return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) }
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def path(i:int) -> MyGame_Sample_Vec3:
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return MyGame_Sample_Vec3 { buf_, buf_.flatbuffers_field_vector(pos_, 24) + i * 12 }
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return MyGame.Sample.Weapon { buf_, flatbuffers.field_table(buf_, pos_, 22) }
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def path(i:int) -> MyGame.Sample.Vec3:
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return MyGame.Sample.Vec3 { buf_, flatbuffers.field_vector(buf_, pos_, 24) + i * 12 }
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def path_length() -> int:
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return buf_.flatbuffers_field_vector_len(pos_, 24)
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return flatbuffers.field_vector_len(buf_, pos_, 24)
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def GetRootAsMonster(buf:string): return Monster { buf, buf.flatbuffers_indirect(0) }
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def GetRootAsMonster(buf:string): return Monster { buf, flatbuffers.indirect(buf, 0) }
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struct MonsterBuilder:
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b_:flatbuffers_builder
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b_:flatbuffers.builder
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def start():
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b_.StartObject(11)
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return this
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def add_pos(pos:flatbuffers_offset):
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def add_pos(pos:flatbuffers.offset):
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b_.PrependStructSlot(0, pos)
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return this
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def add_mana(mana:int):
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@ -78,61 +78,61 @@ struct MonsterBuilder:
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def add_hp(hp:int):
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b_.PrependInt16Slot(2, hp, 100)
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return this
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def add_name(name:flatbuffers_offset):
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def add_name(name:flatbuffers.offset):
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b_.PrependUOffsetTRelativeSlot(3, name)
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return this
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def add_inventory(inventory:flatbuffers_offset):
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def add_inventory(inventory:flatbuffers.offset):
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b_.PrependUOffsetTRelativeSlot(5, inventory)
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return this
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def add_color(color:Color):
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b_.PrependInt8Slot(6, color, 2)
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return this
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def add_weapons(weapons:flatbuffers_offset):
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def add_weapons(weapons:flatbuffers.offset):
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b_.PrependUOffsetTRelativeSlot(7, weapons)
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return this
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def add_equipped_type(equipped_type:Equipment):
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b_.PrependUint8Slot(8, equipped_type, 0)
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return this
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def add_equipped(equipped:flatbuffers_offset):
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def add_equipped(equipped:flatbuffers.offset):
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b_.PrependUOffsetTRelativeSlot(9, equipped)
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return this
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def add_path(path:flatbuffers_offset):
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def add_path(path:flatbuffers.offset):
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b_.PrependUOffsetTRelativeSlot(10, path)
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return this
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def end():
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return b_.EndObject()
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def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int):
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def MonsterStartInventoryVector(b_:flatbuffers.builder, n_:int):
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b_.StartVector(1, n_, 1)
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def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]):
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def MonsterCreateInventoryVector(b_:flatbuffers.builder, v_:[int]):
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b_.StartVector(1, v_.length, 1)
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reverse(v_) e_: b_.PrependUint8(e_)
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return b_.EndVector(v_.length)
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def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int):
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def MonsterStartWeaponsVector(b_:flatbuffers.builder, n_:int):
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b_.StartVector(4, n_, 4)
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def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[flatbuffers_offset]):
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def MonsterCreateWeaponsVector(b_:flatbuffers.builder, v_:[flatbuffers.offset]):
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b_.StartVector(4, v_.length, 4)
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reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
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return b_.EndVector(v_.length)
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def MonsterStartPathVector(b_:flatbuffers_builder, n_:int):
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def MonsterStartPathVector(b_:flatbuffers.builder, n_:int):
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b_.StartVector(12, n_, 4)
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class Weapon : flatbuffers_handle
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class Weapon : flatbuffers.handle
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def name() -> string:
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return buf_.flatbuffers_field_string(pos_, 4)
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return flatbuffers.field_string(buf_, pos_, 4)
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def damage() -> int:
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return buf_.flatbuffers_field_int16(pos_, 6, 0)
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return flatbuffers.field_int16(buf_, pos_, 6, 0)
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def GetRootAsWeapon(buf:string): return Weapon { buf, buf.flatbuffers_indirect(0) }
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def GetRootAsWeapon(buf:string): return Weapon { buf, flatbuffers.indirect(buf, 0) }
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struct WeaponBuilder:
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b_:flatbuffers_builder
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b_:flatbuffers.builder
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def start():
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b_.StartObject(2)
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return this
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def add_name(name:flatbuffers_offset):
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def add_name(name:flatbuffers.offset):
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b_.PrependUOffsetTRelativeSlot(0, name)
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return this
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def add_damage(damage:int):
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