blob: c25b0100c48bd4986e63b859defec57b7b84446e [file] [log] [blame]
// automatically generated by the FlatBuffers compiler, do not modify
import flatbuffers
namespace MyGame.Sample
enum Color:
Color_Red = 0
Color_Green = 1
Color_Blue = 2
enum Equipment:
Equipment_NONE = 0
Equipment_Weapon = 1
class Vec3
class Monster
class Weapon
class Vec3 : flatbuffers.handle
def x() -> float:
return buf_.read_float32_le(pos_ + 0)
def y() -> float:
return buf_.read_float32_le(pos_ + 4)
def z() -> float:
return buf_.read_float32_le(pos_ + 8)
def CreateVec3(b_:flatbuffers.builder, x:float, y:float, z:float):
b_.Prep(4, 12)
b_.PrependFloat32(z)
b_.PrependFloat32(y)
b_.PrependFloat32(x)
return b_.Offset()
class Monster : flatbuffers.handle
def pos() -> MyGame.Sample.Vec3?:
let o = flatbuffers.field_struct(buf_, pos_, 4)
return if o: MyGame.Sample.Vec3 { buf_, o } else: nil
def mana() -> int:
return flatbuffers.field_int16(buf_, pos_, 6, 150)
def hp() -> int:
return flatbuffers.field_int16(buf_, pos_, 8, 100)
def name() -> string:
return flatbuffers.field_string(buf_, pos_, 10)
def inventory(i:int) -> int:
return read_uint8_le(buf_, buf_.flatbuffers.field_vector(pos_, 14) + i * 1)
def inventory_length() -> int:
return flatbuffers.field_vector_len(buf_, pos_, 14)
def color() -> Color:
return Color(flatbuffers.field_int8(buf_, pos_, 16, 2))
def weapons(i:int) -> MyGame.Sample.Weapon:
return MyGame.Sample.Weapon { buf_, flatbuffers.indirect(buf_, flatbuffers.field_vector(buf_, pos_, 18) + i * 4) }
def weapons_length() -> int:
return flatbuffers.field_vector_len(buf_, pos_, 18)
def equipped_type() -> Equipment:
return Equipment(flatbuffers.field_uint8(buf_, pos_, 20, 0))
def equipped_as_Weapon():
return MyGame.Sample.Weapon { buf_, flatbuffers.field_table(buf_, pos_, 22) }
def path(i:int) -> MyGame.Sample.Vec3:
return MyGame.Sample.Vec3 { buf_, flatbuffers.field_vector(buf_, pos_, 24) + i * 12 }
def path_length() -> int:
return flatbuffers.field_vector_len(buf_, pos_, 24)
def GetRootAsMonster(buf:string): return Monster { buf, flatbuffers.indirect(buf, 0) }
struct MonsterBuilder:
b_:flatbuffers.builder
def start():
b_.StartObject(11)
return this
def add_pos(pos:flatbuffers.offset):
b_.PrependStructSlot(0, pos)
return this
def add_mana(mana:int):
b_.PrependInt16Slot(1, mana, 150)
return this
def add_hp(hp:int):
b_.PrependInt16Slot(2, hp, 100)
return this
def add_name(name:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(3, name)
return this
def add_inventory(inventory:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(5, inventory)
return this
def add_color(color:Color):
b_.PrependInt8Slot(6, color, 2)
return this
def add_weapons(weapons:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(7, weapons)
return this
def add_equipped_type(equipped_type:Equipment):
b_.PrependUint8Slot(8, equipped_type, 0)
return this
def add_equipped(equipped:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(9, equipped)
return this
def add_path(path:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(10, path)
return this
def end():
return b_.EndObject()
def MonsterStartInventoryVector(b_:flatbuffers.builder, n_:int):
b_.StartVector(1, n_, 1)
def MonsterCreateInventoryVector(b_:flatbuffers.builder, v_:[int]):
b_.StartVector(1, v_.length, 1)
reverse(v_) e_: b_.PrependUint8(e_)
return b_.EndVector(v_.length)
def MonsterStartWeaponsVector(b_:flatbuffers.builder, n_:int):
b_.StartVector(4, n_, 4)
def MonsterCreateWeaponsVector(b_:flatbuffers.builder, v_:[flatbuffers.offset]):
b_.StartVector(4, v_.length, 4)
reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
return b_.EndVector(v_.length)
def MonsterStartPathVector(b_:flatbuffers.builder, n_:int):
b_.StartVector(12, n_, 4)
class Weapon : flatbuffers.handle
def name() -> string:
return flatbuffers.field_string(buf_, pos_, 4)
def damage() -> int:
return flatbuffers.field_int16(buf_, pos_, 6, 0)
def GetRootAsWeapon(buf:string): return Weapon { buf, flatbuffers.indirect(buf, 0) }
struct WeaponBuilder:
b_:flatbuffers.builder
def start():
b_.StartObject(2)
return this
def add_name(name:flatbuffers.offset):
b_.PrependUOffsetTRelativeSlot(0, name)
return this
def add_damage(damage:int):
b_.PrependInt16Slot(1, damage, 0)
return this
def end():
return b_.EndObject()