Lines Matching full:offset
115 * @returns flatbuffers.Offset
117 static endInParentNamespace(builder:flatbuffers.Builder):flatbuffers.Offset {
118 var offset = builder.endObject();
119 return offset;
122 static createInParentNamespace(builder:flatbuffers.Builder):flatbuffers.Offset {
175 * @returns flatbuffers.Offset
177 static endMonster(builder:flatbuffers.Builder):flatbuffers.Offset {
178 var offset = builder.endObject();
179 return offset;
182 static createMonster(builder:flatbuffers.Builder):flatbuffers.Offset {
219 var offset = this.bb!.__offset(this.bb_pos, 0);
221 if (offset === 0) {
225 this.bb!.writeInt16(this.bb_pos + offset, value);
241 var offset = this.bb!.__offset(this.bb_pos, 2);
243 if (offset === 0) {
247 this.bb!.writeInt8(this.bb_pos + offset, value);
255 * @returns flatbuffers.Offset
257 static createTest(builder:flatbuffers.Builder, a: number, b: number):flatbuffers.Offset {
262 return builder.offset();
309 var offset = this.bb!.__offset(this.bb_pos, 4);
310 return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.Color.Green;
318 var offset = this.bb!.__offset(this.bb_pos, 4);
320 if (offset === 0) {
324 this.bb!.writeUint8(this.bb_pos + offset, value);
345 * @returns flatbuffers.Offset
347 static endTestSimpleTableWithEnum(builder:flatbuffers.Builder):flatbuffers.Offset {
348 var offset = builder.endObject();
349 return offset;
352 …stSimpleTableWithEnum(builder:flatbuffers.Builder, color:MyGame.Example.Color):flatbuffers.Offset {
390 var offset = this.bb!.__offset(this.bb_pos, 0);
392 if (offset === 0) {
396 this.bb!.writeFloat32(this.bb_pos + offset, value);
412 var offset = this.bb!.__offset(this.bb_pos, 4);
414 if (offset === 0) {
418 this.bb!.writeFloat32(this.bb_pos + offset, value);
434 var offset = this.bb!.__offset(this.bb_pos, 8);
436 if (offset === 0) {
440 this.bb!.writeFloat32(this.bb_pos + offset, value);
456 var offset = this.bb!.__offset(this.bb_pos, 16);
458 if (offset === 0) {
462 this.bb!.writeFloat64(this.bb_pos + offset, value);
478 var offset = this.bb!.__offset(this.bb_pos, 24);
480 if (offset === 0) {
484 this.bb!.writeUint8(this.bb_pos + offset, value);
505 * @returns flatbuffers.Offset
507 … test1: number, test2: MyGame.Example.Color, test3_a: number, test3_b: number):flatbuffers.Offset {
521 return builder.offset();
557 var offset = this.bb!.__offset(this.bb_pos, 0);
559 if (offset === 0) {
563 this.bb!.writeUint32(this.bb_pos + offset, value);
579 var offset = this.bb!.__offset(this.bb_pos, 4);
581 if (offset === 0) {
585 this.bb!.writeUint32(this.bb_pos + offset, value);
593 * @returns flatbuffers.Offset
595 static createAbility(builder:flatbuffers.Builder, id: number, distance: number):flatbuffers.Offset {
599 return builder.offset();
649 var offset = this.bb!.__offset(this.bb_pos, 4);
650 return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
657 var offset = this.bb!.__offset(this.bb_pos, 6);
658 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
666 var offset = this.bb!.__offset(this.bb_pos, 6);
668 if (offset === 0) {
672 this.bb!.writeInt64(this.bb_pos + offset, value);
680 var offset = this.bb!.__offset(this.bb_pos, 8);
681 return offset ? this.bb!.readUint16(this.bb_pos + offset) : 0;
689 var offset = this.bb!.__offset(this.bb_pos, 8);
691 if (offset === 0) {
695 this.bb!.writeUint16(this.bb_pos + offset, value);
708 * @param flatbuffers.Offset idOffset
710 static addId(builder:flatbuffers.Builder, idOffset:flatbuffers.Offset) {
732 * @returns flatbuffers.Offset
734 static endStat(builder:flatbuffers.Builder):flatbuffers.Offset {
735 var offset = builder.endObject();
736 return offset;
739 …er:flatbuffers.Builder, idOffset:flatbuffers.Offset, val:flatbuffers.Long, count:number):flatbuffe…
790 var offset = this.bb!.__offset(this.bb_pos, 4);
791 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
799 var offset = this.bb!.__offset(this.bb_pos, 4);
801 if (offset === 0) {
805 this.bb!.writeUint64(this.bb_pos + offset, value);
826 * @returns flatbuffers.Offset
828 static endReferrable(builder:flatbuffers.Builder):flatbuffers.Offset {
829 var offset = builder.endObject();
830 return offset;
833 static createReferrable(builder:flatbuffers.Builder, id:flatbuffers.Long):flatbuffers.Offset {
893 var offset = this.bb!.__offset(this.bb_pos, 4);
894 return offset ? (obj || new MyGame.Example.Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
901 var offset = this.bb!.__offset(this.bb_pos, 6);
902 return offset ? this.bb!.readInt16(this.bb_pos + offset) : 150;
910 var offset = this.bb!.__offset(this.bb_pos, 6);
912 if (offset === 0) {
916 this.bb!.writeInt16(this.bb_pos + offset, value);
924 var offset = this.bb!.__offset(this.bb_pos, 8);
925 return offset ? this.bb!.readInt16(this.bb_pos + offset) : 100;
933 var offset = this.bb!.__offset(this.bb_pos, 8);
935 if (offset === 0) {
939 this.bb!.writeInt16(this.bb_pos + offset, value);
950 var offset = this.bb!.__offset(this.bb_pos, 10);
951 return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
959 var offset = this.bb!.__offset(this.bb_pos, 14);
960 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
967 var offset = this.bb!.__offset(this.bb_pos, 14);
968 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
975 var offset = this.bb!.__offset(this.bb_pos, 14);
976 …offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
983 var offset = this.bb!.__offset(this.bb_pos, 16);
984 return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.Color.Blue;
992 var offset = this.bb!.__offset(this.bb_pos, 16);
994 if (offset === 0) {
998 this.bb!.writeUint8(this.bb_pos + offset, value);
1006 var offset = this.bb!.__offset(this.bb_pos, 18);
1007 return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.Any.NONE;
1015 var offset = this.bb!.__offset(this.bb_pos, 20);
1016 return offset ? this.bb!.__union(obj, this.bb_pos + offset) : null;
1025 var offset = this.bb!.__offset(this.bb_pos, 22);
1026 …return offset ? (obj || new MyGame.Example.Test()).__init(this.bb!.__vector(this.bb_pos + offset) …
1033 var offset = this.bb!.__offset(this.bb_pos, 22);
1034 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1045 var offset = this.bb!.__offset(this.bb_pos, 24);
1046 …return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEnc…
1053 var offset = this.bb!.__offset(this.bb_pos, 24);
1054 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1066 var offset = this.bb!.__offset(this.bb_pos, 26);
1067 …return offset ? (obj || new MyGame.Example.Monster()).__init(this.bb!.__indirect(this.bb!.__vector…
1074 var offset = this.bb!.__offset(this.bb_pos, 26);
1075 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1083 var offset = this.bb!.__offset(this.bb_pos, 28);
1084 …return offset ? (obj || new MyGame.Example.Monster()).__init(this.bb!.__indirect(this.bb_pos + off…
1092 var offset = this.bb!.__offset(this.bb_pos, 30);
1093 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
1100 var offset = this.bb!.__offset(this.bb_pos, 30);
1101 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1108 var offset = this.bb!.__offset(this.bb_pos, 30);
1109 …offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
1117 var offset = this.bb!.__offset(this.bb_pos, 32);
1118 …return offset ? (obj || new MyGame.Example.Stat()).__init(this.bb!.__indirect(this.bb_pos + offset…
1125 var offset = this.bb!.__offset(this.bb_pos, 34);
1126 return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
1134 var offset = this.bb!.__offset(this.bb_pos, 34);
1136 if (offset === 0) {
1140 this.bb!.writeInt8(this.bb_pos + offset, +value);
1148 var offset = this.bb!.__offset(this.bb_pos, 36);
1149 return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
1157 var offset = this.bb!.__offset(this.bb_pos, 36);
1159 if (offset === 0) {
1163 this.bb!.writeInt32(this.bb_pos + offset, value);
1171 var offset = this.bb!.__offset(this.bb_pos, 38);
1172 return offset ? this.bb!.readUint32(this.bb_pos + offset) : 0;
1180 var offset = this.bb!.__offset(this.bb_pos, 38);
1182 if (offset === 0) {
1186 this.bb!.writeUint32(this.bb_pos + offset, value);
1194 var offset = this.bb!.__offset(this.bb_pos, 40);
1195 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1203 var offset = this.bb!.__offset(this.bb_pos, 40);
1205 if (offset === 0) {
1209 this.bb!.writeInt64(this.bb_pos + offset, value);
1217 var offset = this.bb!.__offset(this.bb_pos, 42);
1218 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1226 var offset = this.bb!.__offset(this.bb_pos, 42);
1228 if (offset === 0) {
1232 this.bb!.writeUint64(this.bb_pos + offset, value);
1240 var offset = this.bb!.__offset(this.bb_pos, 44);
1241 return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
1249 var offset = this.bb!.__offset(this.bb_pos, 44);
1251 if (offset === 0) {
1255 this.bb!.writeInt32(this.bb_pos + offset, value);
1263 var offset = this.bb!.__offset(this.bb_pos, 46);
1264 return offset ? this.bb!.readUint32(this.bb_pos + offset) : 0;
1272 var offset = this.bb!.__offset(this.bb_pos, 46);
1274 if (offset === 0) {
1278 this.bb!.writeUint32(this.bb_pos + offset, value);
1286 var offset = this.bb!.__offset(this.bb_pos, 48);
1287 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1295 var offset = this.bb!.__offset(this.bb_pos, 48);
1297 if (offset === 0) {
1301 this.bb!.writeInt64(this.bb_pos + offset, value);
1309 var offset = this.bb!.__offset(this.bb_pos, 50);
1310 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1318 var offset = this.bb!.__offset(this.bb_pos, 50);
1320 if (offset === 0) {
1324 this.bb!.writeUint64(this.bb_pos + offset, value);
1333 var offset = this.bb!.__offset(this.bb_pos, 52);
1334 return offset ? !!this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index) : false;
1341 var offset = this.bb!.__offset(this.bb_pos, 52);
1342 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1349 var offset = this.bb!.__offset(this.bb_pos, 52);
1350 …offset ? new Int8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(th…
1357 var offset = this.bb!.__offset(this.bb_pos, 54);
1358 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 3.14159;
1366 var offset = this.bb!.__offset(this.bb_pos, 54);
1368 if (offset === 0) {
1372 this.bb!.writeFloat32(this.bb_pos + offset, value);
1380 var offset = this.bb!.__offset(this.bb_pos, 56);
1381 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 3.0;
1389 var offset = this.bb!.__offset(this.bb_pos, 56);
1391 if (offset === 0) {
1395 this.bb!.writeFloat32(this.bb_pos + offset, value);
1403 var offset = this.bb!.__offset(this.bb_pos, 58);
1404 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0;
1412 var offset = this.bb!.__offset(this.bb_pos, 58);
1414 if (offset === 0) {
1418 this.bb!.writeFloat32(this.bb_pos + offset, value);
1430 var offset = this.bb!.__offset(this.bb_pos, 60);
1431 …return offset ? this.bb!.__string(this.bb!.__vector(this.bb_pos + offset) + index * 4, optionalEnc…
1438 var offset = this.bb!.__offset(this.bb_pos, 60);
1439 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1448 var offset = this.bb!.__offset(this.bb_pos, 62);
1449 …return offset ? (obj || new MyGame.Example.Ability()).__init(this.bb!.__vector(this.bb_pos + offse…
1456 var offset = this.bb!.__offset(this.bb_pos, 62);
1457 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1465 var offset = this.bb!.__offset(this.bb_pos, 64);
1466 return offset ? this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
1473 var offset = this.bb!.__offset(this.bb_pos, 64);
1474 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1481 var offset = this.bb!.__offset(this.bb_pos, 64);
1482 …offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
1491 var offset = this.bb!.__offset(this.bb_pos, 66);
1492 …return offset ? (obj || new MyGame.Example.Test()).__init(this.bb!.__vector(this.bb_pos + offset) …
1499 var offset = this.bb!.__offset(this.bb_pos, 66);
1500 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1508 var offset = this.bb!.__offset(this.bb_pos, 68);
1509 …return offset ? this.bb!.readInt64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb!…
1516 var offset = this.bb!.__offset(this.bb_pos, 68);
1517 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1525 var offset = this.bb!.__offset(this.bb_pos, 70);
1526 return offset ? this.bb!.readFloat64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : 0;
1533 var offset = this.bb!.__offset(this.bb_pos, 70);
1534 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1541 var offset = this.bb!.__offset(this.bb_pos, 70);
1542 …offset ? new Float64Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector…
1550 var offset = this.bb!.__offset(this.bb_pos, 72);
1551 …return offset ? (obj || new MyGame.InParentNamespace()).__init(this.bb!.__indirect(this.bb_pos + o…
1560 var offset = this.bb!.__offset(this.bb_pos, 74);
1561 …return offset ? (obj || new MyGame.Example.Referrable()).__init(this.bb!.__indirect(this.bb!.__vec…
1568 var offset = this.bb!.__offset(this.bb_pos, 74);
1569 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1576 var offset = this.bb!.__offset(this.bb_pos, 76);
1577 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1585 var offset = this.bb!.__offset(this.bb_pos, 76);
1587 if (offset === 0) {
1591 this.bb!.writeUint64(this.bb_pos + offset, value);
1600 var offset = this.bb!.__offset(this.bb_pos, 78);
1601 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1608 var offset = this.bb!.__offset(this.bb_pos, 78);
1609 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1618 var offset = this.bb!.__offset(this.bb_pos, 80);
1619 …return offset ? (obj || new MyGame.Example.Referrable()).__init(this.bb!.__indirect(this.bb!.__vec…
1626 var offset = this.bb!.__offset(this.bb_pos, 80);
1627 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1634 var offset = this.bb!.__offset(this.bb_pos, 82);
1635 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1643 var offset = this.bb!.__offset(this.bb_pos, 82);
1645 if (offset === 0) {
1649 this.bb!.writeUint64(this.bb_pos + offset, value);
1658 var offset = this.bb!.__offset(this.bb_pos, 84);
1659 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1666 var offset = this.bb!.__offset(this.bb_pos, 84);
1667 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1674 var offset = this.bb!.__offset(this.bb_pos, 86);
1675 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
1683 var offset = this.bb!.__offset(this.bb_pos, 86);
1685 if (offset === 0) {
1689 this.bb!.writeUint64(this.bb_pos + offset, value);
1698 var offset = this.bb!.__offset(this.bb_pos, 88);
1699 …return offset ? this.bb!.readUint64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : this.bb…
1706 var offset = this.bb!.__offset(this.bb_pos, 88);
1707 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1714 var offset = this.bb!.__offset(this.bb_pos, 90);
1715 …return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyUniqueAlias…
1723 var offset = this.bb!.__offset(this.bb_pos, 92);
1724 return offset ? this.bb!.__union(obj, this.bb_pos + offset) : null;
1731 var offset = this.bb!.__offset(this.bb_pos, 94);
1732 …return offset ? /** */ (this.bb!.readUint8(this.bb_pos + offset)) : MyGame.Example.AnyAmbiguousAl…
1740 var offset = this.bb!.__offset(this.bb_pos, 96);
1741 return offset ? this.bb!.__union(obj, this.bb_pos + offset) : null;
1749 var offset = this.bb!.__offset(this.bb_pos, 98);
1750 …return offset ? /** */ (this.bb!.readUint8(this.bb!.__vector(this.bb_pos + offset) + index)) : /*…
1757 var offset = this.bb!.__offset(this.bb_pos, 98);
1758 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
1765 var offset = this.bb!.__offset(this.bb_pos, 98);
1766 …offset ? new Uint8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(t…
1773 var offset = this.bb!.__offset(this.bb_pos, 100);
1774 return offset ? /** */ (this.bb!.readInt8(this.bb_pos + offset)) : MyGame.Example.Race.None;
1782 var offset = this.bb!.__offset(this.bb_pos, 100);
1784 if (offset === 0) {
1788 this.bb!.writeInt8(this.bb_pos + offset, value);
1801 * @param flatbuffers.Offset posOffset
1803 static addPos(builder:flatbuffers.Builder, posOffset:flatbuffers.Offset) {
1825 * @param flatbuffers.Offset nameOffset
1827 static addName(builder:flatbuffers.Builder, nameOffset:flatbuffers.Offset) {
1833 * @param flatbuffers.Offset inventoryOffset
1835 static addInventory(builder:flatbuffers.Builder, inventoryOffset:flatbuffers.Offset) {
1842 * @returns flatbuffers.Offset
1844 …createInventoryVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
1878 * @param flatbuffers.Offset testOffset
1880 static addTest(builder:flatbuffers.Builder, testOffset:flatbuffers.Offset) {
1886 * @param flatbuffers.Offset test4Offset
1888 static addTest4(builder:flatbuffers.Builder, test4Offset:flatbuffers.Offset) {
1902 * @param flatbuffers.Offset testarrayofstringOffset
1904 static addTestarrayofstring(builder:flatbuffers.Builder, testarrayofstringOffset:flatbuffers.Offset…
1910 * @param Array.<flatbuffers.Offset> data
1911 * @returns flatbuffers.Offset
1913 …estarrayofstringVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
1931 * @param flatbuffers.Offset testarrayoftablesOffset
1933 static addTestarrayoftables(builder:flatbuffers.Builder, testarrayoftablesOffset:flatbuffers.Offset…
1939 * @param Array.<flatbuffers.Offset> data
1940 * @returns flatbuffers.Offset
1942 …estarrayoftablesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
1960 * @param flatbuffers.Offset enemyOffset
1962 static addEnemy(builder:flatbuffers.Builder, enemyOffset:flatbuffers.Offset) {
1968 * @param flatbuffers.Offset testnestedflatbufferOffset
1970 …dTestnestedflatbuffer(builder:flatbuffers.Builder, testnestedflatbufferOffset:flatbuffers.Offset) {
1977 * @returns flatbuffers.Offset
1979 …estedflatbufferVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
1997 * @param flatbuffers.Offset testemptyOffset
1999 static addTestempty(builder:flatbuffers.Builder, testemptyOffset:flatbuffers.Offset) {
2077 * @param flatbuffers.Offset testarrayofboolsOffset
2079 static addTestarrayofbools(builder:flatbuffers.Builder, testarrayofboolsOffset:flatbuffers.Offset) {
2086 * @returns flatbuffers.Offset
2088 static createTestarrayofboolsVector(builder:flatbuffers.Builder, data:boolean[]):flatbuffers.Offset…
2130 * @param flatbuffers.Offset testarrayofstring2Offset
2132 …c addTestarrayofstring2(builder:flatbuffers.Builder, testarrayofstring2Offset:flatbuffers.Offset) {
2138 * @param Array.<flatbuffers.Offset> data
2139 * @returns flatbuffers.Offset
2141 …starrayofstring2Vector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
2159 * @param flatbuffers.Offset testarrayofsortedstructOffset
2161 …rrayofsortedstruct(builder:flatbuffers.Builder, testarrayofsortedstructOffset:flatbuffers.Offset) {
2175 * @param flatbuffers.Offset flexOffset
2177 static addFlex(builder:flatbuffers.Builder, flexOffset:flatbuffers.Offset) {
2184 * @returns flatbuffers.Offset
2186 static createFlexVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset…
2204 * @param flatbuffers.Offset test5Offset
2206 static addTest5(builder:flatbuffers.Builder, test5Offset:flatbuffers.Offset) {
2220 * @param flatbuffers.Offset vectorOfLongsOffset
2222 static addVectorOfLongs(builder:flatbuffers.Builder, vectorOfLongsOffset:flatbuffers.Offset) {
2229 * @returns flatbuffers.Offset
2231 …reateVectorOfLongsVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2249 * @param flatbuffers.Offset vectorOfDoublesOffset
2251 static addVectorOfDoubles(builder:flatbuffers.Builder, vectorOfDoublesOffset:flatbuffers.Offset) {
2258 * @returns flatbuffers.Offset
2260 …VectorOfDoublesVector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
2278 * @param flatbuffers.Offset parentNamespaceTestOffset
2280 …addParentNamespaceTest(builder:flatbuffers.Builder, parentNamespaceTestOffset:flatbuffers.Offset) {
2286 * @param flatbuffers.Offset vectorOfReferrablesOffset
2288 …addVectorOfReferrables(builder:flatbuffers.Builder, vectorOfReferrablesOffset:flatbuffers.Offset) {
2294 * @param Array.<flatbuffers.Offset> data
2295 * @returns flatbuffers.Offset
2297 …torOfReferrablesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
2323 * @param flatbuffers.Offset vectorOfWeakReferencesOffset
2325 …torOfWeakReferences(builder:flatbuffers.Builder, vectorOfWeakReferencesOffset:flatbuffers.Offset) {
2332 * @returns flatbuffers.Offset
2334 …orOfWeakReferencesVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2352 * @param flatbuffers.Offset vectorOfStrongReferrablesOffset
2354 …trongReferrables(builder:flatbuffers.Builder, vectorOfStrongReferrablesOffset:flatbuffers.Offset) {
2360 * @param Array.<flatbuffers.Offset> data
2361 * @returns flatbuffers.Offset
2363 …trongReferrablesVector(builder:flatbuffers.Builder, data:flatbuffers.Offset[]):flatbuffers.Offset {
2389 * @param flatbuffers.Offset vectorOfCoOwningReferencesOffset
2391 …wningReferences(builder:flatbuffers.Builder, vectorOfCoOwningReferencesOffset:flatbuffers.Offset) {
2398 * @returns flatbuffers.Offset
2400 …CoOwningReferencesVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2426 * @param flatbuffers.Offset vectorOfNonOwningReferencesOffset
2428 …ningReferences(builder:flatbuffers.Builder, vectorOfNonOwningReferencesOffset:flatbuffers.Offset) {
2435 * @returns flatbuffers.Offset
2437 …onOwningReferencesVector(builder:flatbuffers.Builder, data:flatbuffers.Long[]):flatbuffers.Offset {
2463 * @param flatbuffers.Offset anyUniqueOffset
2465 static addAnyUnique(builder:flatbuffers.Builder, anyUniqueOffset:flatbuffers.Offset) {
2479 * @param flatbuffers.Offset anyAmbiguousOffset
2481 static addAnyAmbiguous(builder:flatbuffers.Builder, anyAmbiguousOffset:flatbuffers.Offset) {
2487 * @param flatbuffers.Offset vectorOfEnumsOffset
2489 static addVectorOfEnums(builder:flatbuffers.Builder, vectorOfEnumsOffset:flatbuffers.Offset) {
2496 * @returns flatbuffers.Offset
2498 …eVectorOfEnumsVector(builder:flatbuffers.Builder, data:MyGame.Example.Color[]):flatbuffers.Offset {
2524 * @returns flatbuffers.Offset
2526 static endMonster(builder:flatbuffers.Builder):flatbuffers.Offset {
2527 var offset = builder.endObject();
2528 builder.requiredField(offset, 10); // name
2529 return offset;
2534 * @param flatbuffers.Offset offset
2536 static finishMonsterBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) {
2537 builder.finish(offset, 'MONS');
2542 * @param flatbuffers.Offset offset
2544 static finishSizePrefixedMonsterBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) {
2545 builder.finish(offset, 'MONS', true);
2548 …Offset, mana:number, hp:number, nameOffset:flatbuffers.Offset, inventoryOffset:flatbuffers.Offset,…
2644 var offset = this.bb!.__offset(this.bb_pos, 4);
2645 return offset ? this.bb!.readInt8(this.bb_pos + offset) : 0;
2653 var offset = this.bb!.__offset(this.bb_pos, 4);
2655 if (offset === 0) {
2659 this.bb!.writeInt8(this.bb_pos + offset, value);
2667 var offset = this.bb!.__offset(this.bb_pos, 6);
2668 return offset ? this.bb!.readUint8(this.bb_pos + offset) : 0;
2676 var offset = this.bb!.__offset(this.bb_pos, 6);
2678 if (offset === 0) {
2682 this.bb!.writeUint8(this.bb_pos + offset, value);
2690 var offset = this.bb!.__offset(this.bb_pos, 8);
2691 return offset ? this.bb!.readInt16(this.bb_pos + offset) : 0;
2699 var offset = this.bb!.__offset(this.bb_pos, 8);
2701 if (offset === 0) {
2705 this.bb!.writeInt16(this.bb_pos + offset, value);
2713 var offset = this.bb!.__offset(this.bb_pos, 10);
2714 return offset ? this.bb!.readUint16(this.bb_pos + offset) : 0;
2722 var offset = this.bb!.__offset(this.bb_pos, 10);
2724 if (offset === 0) {
2728 this.bb!.writeUint16(this.bb_pos + offset, value);
2736 var offset = this.bb!.__offset(this.bb_pos, 12);
2737 return offset ? this.bb!.readInt32(this.bb_pos + offset) : 0;
2745 var offset = this.bb!.__offset(this.bb_pos, 12);
2747 if (offset === 0) {
2751 this.bb!.writeInt32(this.bb_pos + offset, value);
2759 var offset = this.bb!.__offset(this.bb_pos, 14);
2760 return offset ? this.bb!.readUint32(this.bb_pos + offset) : 0;
2768 var offset = this.bb!.__offset(this.bb_pos, 14);
2770 if (offset === 0) {
2774 this.bb!.writeUint32(this.bb_pos + offset, value);
2782 var offset = this.bb!.__offset(this.bb_pos, 16);
2783 return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
2791 var offset = this.bb!.__offset(this.bb_pos, 16);
2793 if (offset === 0) {
2797 this.bb!.writeInt64(this.bb_pos + offset, value);
2805 var offset = this.bb!.__offset(this.bb_pos, 18);
2806 return offset ? this.bb!.readUint64(this.bb_pos + offset) : this.bb!.createLong(0, 0);
2814 var offset = this.bb!.__offset(this.bb_pos, 18);
2816 if (offset === 0) {
2820 this.bb!.writeUint64(this.bb_pos + offset, value);
2828 var offset = this.bb!.__offset(this.bb_pos, 20);
2829 return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0;
2837 var offset = this.bb!.__offset(this.bb_pos, 20);
2839 if (offset === 0) {
2843 this.bb!.writeFloat32(this.bb_pos + offset, value);
2851 var offset = this.bb!.__offset(this.bb_pos, 22);
2852 return offset ? this.bb!.readFloat64(this.bb_pos + offset) : 0.0;
2860 var offset = this.bb!.__offset(this.bb_pos, 22);
2862 if (offset === 0) {
2866 this.bb!.writeFloat64(this.bb_pos + offset, value);
2875 var offset = this.bb!.__offset(this.bb_pos, 24);
2876 return offset ? this.bb!.readInt8(this.bb!.__vector(this.bb_pos + offset) + index) : 0;
2883 var offset = this.bb!.__offset(this.bb_pos, 24);
2884 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
2891 var offset = this.bb!.__offset(this.bb_pos, 24);
2892 …offset ? new Int8Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(th…
2900 var offset = this.bb!.__offset(this.bb_pos, 26);
2901 return offset ? this.bb!.readFloat64(this.bb!.__vector(this.bb_pos + offset) + index * 8) : 0;
2908 var offset = this.bb!.__offset(this.bb_pos, 26);
2909 return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
2916 var offset = this.bb!.__offset(this.bb_pos, 26);
2917 …offset ? new Float64Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector…
3009 * @param flatbuffers.Offset v8Offset
3011 static addV8(builder:flatbuffers.Builder, v8Offset:flatbuffers.Offset) {
3018 * @returns flatbuffers.Offset
3020 static createV8Vector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset {
3038 * @param flatbuffers.Offset vf64Offset
3040 static addVf64(builder:flatbuffers.Builder, vf64Offset:flatbuffers.Offset) {
3047 * @returns flatbuffers.Offset
3049 static createVf64Vector(builder:flatbuffers.Builder, data:number[] | Uint8Array):flatbuffers.Offset…
3067 * @returns flatbuffers.Offset
3069 static endTypeAliases(builder:flatbuffers.Builder):flatbuffers.Offset {
3070 var offset = builder.endObject();
3071 return offset;
3074 …g, f32:number, f64:number, v8Offset:flatbuffers.Offset, vf64Offset:flatbuffers.Offset):flatbuffers…