Documentation ¶
Index ¶
- Variables
- func CreateVec3(builder *flatbuffers.Builder, x float32, y float32, z float32) flatbuffers.UOffsetT
- func MonsterAddColor(builder *flatbuffers.Builder, color int8)
- func MonsterAddEquipped(builder *flatbuffers.Builder, equipped flatbuffers.UOffsetT)
- func MonsterAddEquippedType(builder *flatbuffers.Builder, equippedType byte)
- func MonsterAddHp(builder *flatbuffers.Builder, hp int16)
- func MonsterAddInventory(builder *flatbuffers.Builder, inventory flatbuffers.UOffsetT)
- func MonsterAddMana(builder *flatbuffers.Builder, mana int16)
- func MonsterAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
- func MonsterAddPath(builder *flatbuffers.Builder, path flatbuffers.UOffsetT)
- func MonsterAddPos(builder *flatbuffers.Builder, pos flatbuffers.UOffsetT)
- func MonsterAddWeapons(builder *flatbuffers.Builder, weapons flatbuffers.UOffsetT)
- func MonsterEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func MonsterStart(builder *flatbuffers.Builder)
- func MonsterStartInventoryVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func MonsterStartPathVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func MonsterStartWeaponsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func WeaponAddDamage(builder *flatbuffers.Builder, damage int16)
- func WeaponAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
- func WeaponEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func WeaponStart(builder *flatbuffers.Builder)
- type Color
- type Equipment
- type Monster
- func (rcv *Monster) Color() Color
- func (rcv *Monster) Equipped(obj *flatbuffers.Table) bool
- func (rcv *Monster) EquippedType() byte
- func (rcv *Monster) Hp() int16
- func (rcv *Monster) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Monster) Inventory(j int) byte
- func (rcv *Monster) InventoryBytes() []byte
- func (rcv *Monster) InventoryLength() int
- func (rcv *Monster) Mana() int16
- func (rcv *Monster) MutateColor(n Color) bool
- func (rcv *Monster) MutateEquippedType(n byte) bool
- func (rcv *Monster) MutateHp(n int16) bool
- func (rcv *Monster) MutateInventory(j int, n byte) bool
- func (rcv *Monster) MutateMana(n int16) bool
- func (rcv *Monster) Name() []byte
- func (rcv *Monster) Path(obj *Vec3, j int) bool
- func (rcv *Monster) PathLength() int
- func (rcv *Monster) Pos(obj *Vec3) *Vec3
- func (rcv *Monster) Table() flatbuffers.Table
- func (rcv *Monster) Weapons(obj *Weapon, j int) bool
- func (rcv *Monster) WeaponsLength() int
- type Vec3
- func (rcv *Vec3) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Vec3) MutateX(n float32) bool
- func (rcv *Vec3) MutateY(n float32) bool
- func (rcv *Vec3) MutateZ(n float32) bool
- func (rcv *Vec3) Table() flatbuffers.Table
- func (rcv *Vec3) X() float32
- func (rcv *Vec3) Y() float32
- func (rcv *Vec3) Z() float32
- type Weapon
Constants ¶
This section is empty.
Variables ¶
View Source
var EnumNamesColor = map[Color]string{ ColorRed: "Red", ColorGreen: "Green", ColorBlue: "Blue", }
View Source
var EnumNamesEquipment = map[Equipment]string{ EquipmentNONE: "NONE", EquipmentWeapon: "Weapon", }
Functions ¶
func CreateVec3 ¶
func CreateVec3(builder *flatbuffers.Builder, x float32, y float32, z float32) flatbuffers.UOffsetT
func MonsterAddColor ¶
func MonsterAddColor(builder *flatbuffers.Builder, color int8)
func MonsterAddEquipped ¶
func MonsterAddEquipped(builder *flatbuffers.Builder, equipped flatbuffers.UOffsetT)
func MonsterAddEquippedType ¶
func MonsterAddEquippedType(builder *flatbuffers.Builder, equippedType byte)
func MonsterAddHp ¶
func MonsterAddHp(builder *flatbuffers.Builder, hp int16)
func MonsterAddInventory ¶
func MonsterAddInventory(builder *flatbuffers.Builder, inventory flatbuffers.UOffsetT)
func MonsterAddMana ¶
func MonsterAddMana(builder *flatbuffers.Builder, mana int16)
func MonsterAddName ¶
func MonsterAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
func MonsterAddPath ¶
func MonsterAddPath(builder *flatbuffers.Builder, path flatbuffers.UOffsetT)
func MonsterAddPos ¶
func MonsterAddPos(builder *flatbuffers.Builder, pos flatbuffers.UOffsetT)
func MonsterAddWeapons ¶
func MonsterAddWeapons(builder *flatbuffers.Builder, weapons flatbuffers.UOffsetT)
func MonsterEnd ¶
func MonsterEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
func MonsterStart ¶
func MonsterStart(builder *flatbuffers.Builder)
func MonsterStartInventoryVector ¶
func MonsterStartInventoryVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
func MonsterStartPathVector ¶
func MonsterStartPathVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
func MonsterStartWeaponsVector ¶
func MonsterStartWeaponsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
func WeaponAddDamage ¶
func WeaponAddDamage(builder *flatbuffers.Builder, damage int16)
func WeaponAddName ¶
func WeaponAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
func WeaponEnd ¶
func WeaponEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
func WeaponStart ¶
func WeaponStart(builder *flatbuffers.Builder)
Types ¶
type Monster ¶
type Monster struct {
// contains filtered or unexported fields
}
func GetRootAsMonster ¶
func GetRootAsMonster(buf []byte, offset flatbuffers.UOffsetT) *Monster
func (*Monster) EquippedType ¶
func (*Monster) InventoryBytes ¶
func (*Monster) InventoryLength ¶
func (*Monster) MutateColor ¶
func (*Monster) MutateEquippedType ¶
func (*Monster) MutateMana ¶
func (*Monster) PathLength ¶
func (*Monster) Table ¶
func (rcv *Monster) Table() flatbuffers.Table
func (*Monster) WeaponsLength ¶
type Vec3 ¶
type Vec3 struct {
// contains filtered or unexported fields
}
func (*Vec3) Table ¶
func (rcv *Vec3) Table() flatbuffers.Table
type Weapon ¶
type Weapon struct {
// contains filtered or unexported fields
}
func GetRootAsWeapon ¶
func GetRootAsWeapon(buf []byte, offset flatbuffers.UOffsetT) *Weapon
func (*Weapon) MutateDamage ¶
func (*Weapon) Table ¶
func (rcv *Weapon) Table() flatbuffers.Table
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