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Searched refs:Weapon (Results 1 – 19 of 19) sorted by relevance

/external/flatbuffers/samples/
Dsample_binary.py30 import MyGame.Sample.Weapon
41 MyGame.Sample.Weapon.WeaponStart(builder)
42 MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one)
43 MyGame.Sample.Weapon.WeaponAddDamage(builder, 3)
44 sword = MyGame.Sample.Weapon.WeaponEnd(builder)
46 MyGame.Sample.Weapon.WeaponStart(builder)
47 MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two)
48 MyGame.Sample.Weapon.WeaponAddDamage(builder, 5)
49 axe = MyGame.Sample.Weapon.WeaponEnd(builder)
77 builder, MyGame.Sample.Equipment.Equipment().Weapon)
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Dsamplebinary.js31 MyGame.Sample.Weapon.startWeapon(builder);
32 MyGame.Sample.Weapon.addName(builder, weaponOne);
33 MyGame.Sample.Weapon.addDamage(builder, 3);
34 var sword = MyGame.Sample.Weapon.endWeapon(builder);
36 MyGame.Sample.Weapon.startWeapon(builder);
37 MyGame.Sample.Weapon.addName(builder, weaponTwo);
38 MyGame.Sample.Weapon.addDamage(builder, 5);
39 var axe = MyGame.Sample.Weapon.endWeapon(builder);
59 MyGame.Sample.Monster.addEquippedType(builder, MyGame.Sample.Equipment.Weapon);
99 assert.equal(monster.equippedType(), MyGame.Sample.Equipment.Weapon);
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DSampleBinary.java23 import MyGame.Sample.Weapon;
42 weaps[0] = Weapon.createWeapon(builder, weaponOneName, weaponOneDamage); in main()
43 weaps[1] = Weapon.createWeapon(builder, weaponTwoName, weaponTwoDamage); in main()
59 Monster.addEquippedType(builder, Equipment.Weapon); in main()
99 assert monster.equippedType() == Equipment.Weapon; in main()
100 Weapon equipped = (Weapon)monster.equipped(new Weapon()); in main()
Dmonster_generated.h17 struct Weapon;
97 template<> struct EquipmentTraits<Weapon> {
285 const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *weapons() const {
286 return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
288 flatbuffers::Vector<flatbuffers::Offset<Weapon>> *mutable_weapons() {
289 return GetPointer<flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
301 const Weapon *equipped_as_Weapon() const {
302 return equipped_type() == Equipment_Weapon ? static_cast<const Weapon *>(equipped()) : nullptr;
330 template<> inline const Weapon *Monster::equipped_as<Weapon>() const {
355 void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons) {
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Dmonster_generated.rs92 Weapon = 1 enumerator
132 Equipment::Weapon
290 …pub fn weapons(&'a self) -> Option<flatbuffers::Vector<flatbuffers::ForwardsUOffset<Weapon<'a>>>> { in weapons()
291 …uffers::ForwardsUOffset<flatbuffers::Vector<flatbuffers::ForwardsUOffset<Weapon<'a>>>>>(Monster::V… in weapons()
303 pub fn equipped_as_weapon(&'a self) -> Option<Weapon> { in equipped_as_weapon() argument
304 if self.equipped_type() == Equipment::Weapon { in equipped_as_weapon()
305 self.equipped().map(|u| Weapon::init_from_table(u)) in equipped_as_weapon()
320 …ption<flatbuffers::WIPOffset<flatbuffers::Vector<'a , flatbuffers::ForwardsUOffset<Weapon<'a >>>>>,
370 …ons: flatbuffers::WIPOffset<flatbuffers::Vector<'b , flatbuffers::ForwardsUOffset<Weapon<'b >>>>) { in add_weapons()
399 pub struct Weapon<'a> { struct
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DSampleBinary.cs37 var weaps = new Offset<Weapon>[2]; in Main()
38 weaps[0] = Weapon.CreateWeapon(builder, weapon1Name, (short)weapon1Damage); in Main()
39 weaps[1] = Weapon.CreateWeapon(builder, weapon2Name, (short)weapon2Damage); in Main()
55 Monster.AddEquippedType(builder, Equipment.Weapon); in Main()
112 Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", in Main()
113 Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); in Main()
114 var equipped = monster.Equipped<Weapon>().Value; in Main()
DSampleBinary.php41 $sword = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_one, 3);
43 $axe = \MyGame\Sample\Weapon::CreateWeapon($builder, $weapon_two, 5);
63 \MyGame\Sample\Monster::AddEquippedType($builder, \MyGame\Sample\Equipment::Weapon);
105 $success &= assert($monster->getEquippedType() == \MyGame\Sample\Equipment::Weapon);
106 $success &= assert($monster->getEquipped(new \MyGame\Sample\Weapon())->getName() == "Axe");
107 $success &= assert($monster->getEquipped(new \MyGame\Sample\Weapon())->getDamage() == 5);
Dsample_binary.rs27 Weapon, WeaponArgs};
43 let sword = Weapon::create(&mut builder, &WeaponArgs{ in main()
47 let axe = Weapon::create(&mut builder, &WeaponArgs{ in main()
83 equipped_type: Equipment::Weapon, in main()
142 assert_eq!(monster.equipped_type(), Equipment::Weapon); in main()
Dmonster.fbs7 union Equipment { Weapon } // Optionally add more tables.
23 weapons:[Weapon];
27 table Weapon {
Dmonster_generated.lobster20 struct Weapon
99 struct Weapon : flatbuffers_handle
105 def GetRootAsWeapon(buf:string): Weapon { buf, buf.flatbuffers_indirect(0) }
Dsample_binary.cpp39 std::vector<flatbuffers::Offset<Weapon>> weapons_vector; in main()
98 auto equipped = static_cast<const Weapon *>(monster->equipped()); in main()
Dsample_binary.lua62 monster.AddEquippedType(builder, equipment.Weapon)
100 assert(mon:EquippedType() == equipment.Weapon)
Dsample_binary.go122 weapon := new(sample.Weapon) // We need a `sample.Weapon` to pass into `monster.Weapons()`
146 unionWeapon := new(sample.Weapon)
/external/flatbuffers/samples/lua/MyGame/Sample/
DWeapon.lua7 local Weapon = {} -- the module
10 function Weapon.New()
15 function Weapon.GetRootAsWeapon(buf, offset)
17 local o = Weapon.New()
37 function Weapon.Start(builder) builder:StartObject(2) end
38 function Weapon.AddName(builder, name) builder:PrependUOffsetTRelativeSlot(0, name, 0) end
39 function Weapon.AddDamage(builder, damage) builder:PrependInt16Slot(1, damage, 0) end
40 function Weapon.End(builder) return builder:EndObject() end
42 return Weapon -- return the module
DEquipment.lua7 Weapon = 1,
/external/flatbuffers/docs/source/
DTutorial.md166 union Equipment { Weapon } // Optionally add more tables.
182 weapons:[Weapon]; // Vector of tables.
187 table Weapon {
211 useful, as it only contains the one `table` (named `Weapon`). If we had created
230 The `Weapon` table is a sub-table used within our FlatBuffer. It is
242 the `Weapon` table as:
244 table Weapon {
408 import MyGame.Sample.Weapon
483 local weapon = require("MyGame.Sample.Weapon")
504 Weapon, WeaponArgs};
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DSchemas.md17 union Any { Monster, Weapon, Pickup }
38 (`Weapon` & `Pickup` not defined as part of this example).
/external/flatbuffers/dart/example/
Dmonster_my_game.sample_generated.dart67 static const EquipmentTypeId Weapon = const EquipmentTypeId._(1);
68 static get values => {0: NONE,1: Weapon,};
186 …List<Weapon> get weapons => const fb.ListReader<Weapon>(Weapon.reader).vTableGet(_bc, _bcOffset, 1…
190 case 1: return Weapon.reader.vTableGet(_bc, _bcOffset, 22, null);
353 class Weapon {
354 Weapon._(this._bc, this._bcOffset);
355 factory Weapon(List<int> bytes) {
360 static const fb.Reader<Weapon> reader = const _WeaponReader();
370 return 'Weapon{name: $name, damage: $damage}';
374 class _WeaponReader extends fb.TableReader<Weapon> {
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Dexample.dart70 ..addEquippedType(myGame.EquipmentTypeId.Weapon)
98 equippedType: myGame.EquipmentTypeId.Weapon,
145 assert(monster.equippedType.value == myGame.EquipmentTypeId.Weapon.value);
146 assert(monster.equippedType == myGame.EquipmentTypeId.Weapon);
148 assert(monster.equipped is myGame.Weapon);
149 var equipped = monster.equipped as myGame.Weapon;