Files
try-netty/client/sample_generated.js
T

576 lines
14 KiB
JavaScript

// automatically generated by the FlatBuffers compiler, do not modify
/**
* @const
* @namespace
*/
var MyGame = MyGame || {};
/**
* @const
* @namespace
*/
MyGame.Sample = MyGame.Sample || {};
/**
* @enum {number}
*/
MyGame.Sample.Color = {
Red: 0,
Green: 1,
Blue: 2
};
/**
* @enum {string}
*/
MyGame.Sample.ColorName = {
'0': 'Red',
'1': 'Green',
'2': 'Blue'
};
/**
* @enum {number}
*/
MyGame.Sample.Equipment = {
NONE: 0,
Weapon: 1
};
/**
* @enum {string}
*/
MyGame.Sample.EquipmentName = {
'0': 'NONE',
'1': 'Weapon'
};
/**
* @constructor
*/
MyGame.Sample.Vec3 = function() {
/**
* @type {flatbuffers.ByteBuffer}
*/
this.bb = null;
/**
* @type {number}
*/
this.bb_pos = 0;
};
/**
* @param {number} i
* @param {flatbuffers.ByteBuffer} bb
* @returns {MyGame.Sample.Vec3}
*/
MyGame.Sample.Vec3.prototype.__init = function(i, bb) {
this.bb_pos = i;
this.bb = bb;
return this;
};
/**
* @returns {number}
*/
MyGame.Sample.Vec3.prototype.x = function() {
return this.bb.readFloat32(this.bb_pos);
};
/**
* @returns {number}
*/
MyGame.Sample.Vec3.prototype.y = function() {
return this.bb.readFloat32(this.bb_pos + 4);
};
/**
* @returns {number}
*/
MyGame.Sample.Vec3.prototype.z = function() {
return this.bb.readFloat32(this.bb_pos + 8);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} x
* @param {number} y
* @param {number} z
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Vec3.createVec3 = function(builder, x, y, z) {
builder.prep(4, 12);
builder.writeFloat32(z);
builder.writeFloat32(y);
builder.writeFloat32(x);
return builder.offset();
};
/**
* @constructor
*/
MyGame.Sample.Monster = function() {
/**
* @type {flatbuffers.ByteBuffer}
*/
this.bb = null;
/**
* @type {number}
*/
this.bb_pos = 0;
};
/**
* @param {number} i
* @param {flatbuffers.ByteBuffer} bb
* @returns {MyGame.Sample.Monster}
*/
MyGame.Sample.Monster.prototype.__init = function(i, bb) {
this.bb_pos = i;
this.bb = bb;
return this;
};
/**
* @param {flatbuffers.ByteBuffer} bb
* @param {MyGame.Sample.Monster=} obj
* @returns {MyGame.Sample.Monster}
*/
MyGame.Sample.Monster.getRootAsMonster = function(bb, obj) {
return (obj || new MyGame.Sample.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb);
};
/**
* @param {flatbuffers.ByteBuffer} bb
* @param {MyGame.Sample.Monster=} obj
* @returns {MyGame.Sample.Monster}
*/
MyGame.Sample.Monster.getSizePrefixedRootAsMonster = function(bb, obj) {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new MyGame.Sample.Monster).__init(bb.readInt32(bb.position()) + bb.position(), bb);
};
/**
* @param {MyGame.Sample.Vec3=} obj
* @returns {MyGame.Sample.Vec3|null}
*/
MyGame.Sample.Monster.prototype.pos = function(obj) {
var offset = this.bb.__offset(this.bb_pos, 4);
return offset ? (obj || new MyGame.Sample.Vec3).__init(this.bb_pos + offset, this.bb) : null;
};
/**
* @returns {number}
*/
MyGame.Sample.Monster.prototype.mana = function() {
var offset = this.bb.__offset(this.bb_pos, 6);
return offset ? this.bb.readInt16(this.bb_pos + offset) : 150;
};
/**
* @returns {number}
*/
MyGame.Sample.Monster.prototype.hp = function() {
var offset = this.bb.__offset(this.bb_pos, 8);
return offset ? this.bb.readInt16(this.bb_pos + offset) : 100;
};
/**
* @param {flatbuffers.Encoding=} optionalEncoding
* @returns {string|Uint8Array|null}
*/
MyGame.Sample.Monster.prototype.name = function(optionalEncoding) {
var offset = this.bb.__offset(this.bb_pos, 10);
return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null;
};
/**
* @param {number} index
* @returns {number}
*/
MyGame.Sample.Monster.prototype.inventory = function(index) {
var offset = this.bb.__offset(this.bb_pos, 14);
return offset ? this.bb.readUint8(this.bb.__vector(this.bb_pos + offset) + index) : 0;
};
/**
* @returns {number}
*/
MyGame.Sample.Monster.prototype.inventoryLength = function() {
var offset = this.bb.__offset(this.bb_pos, 14);
return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
};
/**
* @returns {Uint8Array}
*/
MyGame.Sample.Monster.prototype.inventoryArray = function() {
var offset = this.bb.__offset(this.bb_pos, 14);
return offset ? new Uint8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null;
};
/**
* @returns {MyGame.Sample.Color}
*/
MyGame.Sample.Monster.prototype.color = function() {
var offset = this.bb.__offset(this.bb_pos, 16);
return offset ? /** @type {MyGame.Sample.Color} */ (this.bb.readInt8(this.bb_pos + offset)) : MyGame.Sample.Color.Blue;
};
/**
* @param {number} index
* @param {MyGame.Sample.Weapon=} obj
* @returns {MyGame.Sample.Weapon}
*/
MyGame.Sample.Monster.prototype.weapons = function(index, obj) {
var offset = this.bb.__offset(this.bb_pos, 18);
return offset ? (obj || new MyGame.Sample.Weapon).__init(this.bb.__indirect(this.bb.__vector(this.bb_pos + offset) + index * 4), this.bb) : null;
};
/**
* @returns {number}
*/
MyGame.Sample.Monster.prototype.weaponsLength = function() {
var offset = this.bb.__offset(this.bb_pos, 18);
return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
};
/**
* @returns {MyGame.Sample.Equipment}
*/
MyGame.Sample.Monster.prototype.equippedType = function() {
var offset = this.bb.__offset(this.bb_pos, 20);
return offset ? /** @type {MyGame.Sample.Equipment} */ (this.bb.readUint8(this.bb_pos + offset)) : MyGame.Sample.Equipment.NONE;
};
/**
* @param {flatbuffers.Table} obj
* @returns {?flatbuffers.Table}
*/
MyGame.Sample.Monster.prototype.equipped = function(obj) {
var offset = this.bb.__offset(this.bb_pos, 22);
return offset ? this.bb.__union(obj, this.bb_pos + offset) : null;
};
/**
* @param {number} index
* @param {MyGame.Sample.Vec3=} obj
* @returns {MyGame.Sample.Vec3}
*/
MyGame.Sample.Monster.prototype.path = function(index, obj) {
var offset = this.bb.__offset(this.bb_pos, 24);
return offset ? (obj || new MyGame.Sample.Vec3).__init(this.bb.__vector(this.bb_pos + offset) + index * 12, this.bb) : null;
};
/**
* @returns {number}
*/
MyGame.Sample.Monster.prototype.pathLength = function() {
var offset = this.bb.__offset(this.bb_pos, 24);
return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
};
/**
* @param {flatbuffers.Builder} builder
*/
MyGame.Sample.Monster.startMonster = function(builder) {
builder.startObject(11);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} posOffset
*/
MyGame.Sample.Monster.addPos = function(builder, posOffset) {
builder.addFieldStruct(0, posOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} mana
*/
MyGame.Sample.Monster.addMana = function(builder, mana) {
builder.addFieldInt16(1, mana, 150);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} hp
*/
MyGame.Sample.Monster.addHp = function(builder, hp) {
builder.addFieldInt16(2, hp, 100);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} nameOffset
*/
MyGame.Sample.Monster.addName = function(builder, nameOffset) {
builder.addFieldOffset(3, nameOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} inventoryOffset
*/
MyGame.Sample.Monster.addInventory = function(builder, inventoryOffset) {
builder.addFieldOffset(5, inventoryOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {Array.<number>} data
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Monster.createInventoryVector = function(builder, data) {
builder.startVector(1, data.length, 1);
for (var i = data.length - 1; i >= 0; i--) {
builder.addInt8(data[i]);
}
return builder.endVector();
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} numElems
*/
MyGame.Sample.Monster.startInventoryVector = function(builder, numElems) {
builder.startVector(1, numElems, 1);
};
/**
* @param {flatbuffers.Builder} builder
* @param {MyGame.Sample.Color} color
*/
MyGame.Sample.Monster.addColor = function(builder, color) {
builder.addFieldInt8(6, color, MyGame.Sample.Color.Blue);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} weaponsOffset
*/
MyGame.Sample.Monster.addWeapons = function(builder, weaponsOffset) {
builder.addFieldOffset(7, weaponsOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {Array.<flatbuffers.Offset>} data
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Monster.createWeaponsVector = function(builder, data) {
builder.startVector(4, data.length, 4);
for (var i = data.length - 1; i >= 0; i--) {
builder.addOffset(data[i]);
}
return builder.endVector();
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} numElems
*/
MyGame.Sample.Monster.startWeaponsVector = function(builder, numElems) {
builder.startVector(4, numElems, 4);
};
/**
* @param {flatbuffers.Builder} builder
* @param {MyGame.Sample.Equipment} equippedType
*/
MyGame.Sample.Monster.addEquippedType = function(builder, equippedType) {
builder.addFieldInt8(8, equippedType, MyGame.Sample.Equipment.NONE);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} equippedOffset
*/
MyGame.Sample.Monster.addEquipped = function(builder, equippedOffset) {
builder.addFieldOffset(9, equippedOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} pathOffset
*/
MyGame.Sample.Monster.addPath = function(builder, pathOffset) {
builder.addFieldOffset(10, pathOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} numElems
*/
MyGame.Sample.Monster.startPathVector = function(builder, numElems) {
builder.startVector(12, numElems, 4);
};
/**
* @param {flatbuffers.Builder} builder
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Monster.endMonster = function(builder) {
var offset = builder.endObject();
return offset;
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} offset
*/
MyGame.Sample.Monster.finishMonsterBuffer = function(builder, offset) {
builder.finish(offset);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} offset
*/
MyGame.Sample.Monster.finishSizePrefixedMonsterBuffer = function(builder, offset) {
builder.finish(offset, undefined, true);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} posOffset
* @param {number} mana
* @param {number} hp
* @param {flatbuffers.Offset} nameOffset
* @param {flatbuffers.Offset} inventoryOffset
* @param {MyGame.Sample.Color} color
* @param {flatbuffers.Offset} weaponsOffset
* @param {MyGame.Sample.Equipment} equippedType
* @param {flatbuffers.Offset} equippedOffset
* @param {flatbuffers.Offset} pathOffset
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Monster.createMonster = function(builder, posOffset, mana, hp, nameOffset, inventoryOffset, color, weaponsOffset, equippedType, equippedOffset, pathOffset) {
MyGame.Sample.Monster.startMonster(builder);
MyGame.Sample.Monster.addPos(builder, posOffset);
MyGame.Sample.Monster.addMana(builder, mana);
MyGame.Sample.Monster.addHp(builder, hp);
MyGame.Sample.Monster.addName(builder, nameOffset);
MyGame.Sample.Monster.addInventory(builder, inventoryOffset);
MyGame.Sample.Monster.addColor(builder, color);
MyGame.Sample.Monster.addWeapons(builder, weaponsOffset);
MyGame.Sample.Monster.addEquippedType(builder, equippedType);
MyGame.Sample.Monster.addEquipped(builder, equippedOffset);
MyGame.Sample.Monster.addPath(builder, pathOffset);
return MyGame.Sample.Monster.endMonster(builder);
}
/**
* @constructor
*/
MyGame.Sample.Weapon = function() {
/**
* @type {flatbuffers.ByteBuffer}
*/
this.bb = null;
/**
* @type {number}
*/
this.bb_pos = 0;
};
/**
* @param {number} i
* @param {flatbuffers.ByteBuffer} bb
* @returns {MyGame.Sample.Weapon}
*/
MyGame.Sample.Weapon.prototype.__init = function(i, bb) {
this.bb_pos = i;
this.bb = bb;
return this;
};
/**
* @param {flatbuffers.ByteBuffer} bb
* @param {MyGame.Sample.Weapon=} obj
* @returns {MyGame.Sample.Weapon}
*/
MyGame.Sample.Weapon.getRootAsWeapon = function(bb, obj) {
return (obj || new MyGame.Sample.Weapon).__init(bb.readInt32(bb.position()) + bb.position(), bb);
};
/**
* @param {flatbuffers.ByteBuffer} bb
* @param {MyGame.Sample.Weapon=} obj
* @returns {MyGame.Sample.Weapon}
*/
MyGame.Sample.Weapon.getSizePrefixedRootAsWeapon = function(bb, obj) {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new MyGame.Sample.Weapon).__init(bb.readInt32(bb.position()) + bb.position(), bb);
};
/**
* @param {flatbuffers.Encoding=} optionalEncoding
* @returns {string|Uint8Array|null}
*/
MyGame.Sample.Weapon.prototype.name = function(optionalEncoding) {
var offset = this.bb.__offset(this.bb_pos, 4);
return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null;
};
/**
* @returns {number}
*/
MyGame.Sample.Weapon.prototype.damage = function() {
var offset = this.bb.__offset(this.bb_pos, 6);
return offset ? this.bb.readInt16(this.bb_pos + offset) : 0;
};
/**
* @param {flatbuffers.Builder} builder
*/
MyGame.Sample.Weapon.startWeapon = function(builder) {
builder.startObject(2);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} nameOffset
*/
MyGame.Sample.Weapon.addName = function(builder, nameOffset) {
builder.addFieldOffset(0, nameOffset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} damage
*/
MyGame.Sample.Weapon.addDamage = function(builder, damage) {
builder.addFieldInt16(1, damage, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Weapon.endWeapon = function(builder) {
var offset = builder.endObject();
return offset;
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} nameOffset
* @param {number} damage
* @returns {flatbuffers.Offset}
*/
MyGame.Sample.Weapon.createWeapon = function(builder, nameOffset, damage) {
MyGame.Sample.Weapon.startWeapon(builder);
MyGame.Sample.Weapon.addName(builder, nameOffset);
MyGame.Sample.Weapon.addDamage(builder, damage);
return MyGame.Sample.Weapon.endWeapon(builder);
}
// Exports for Node.js and RequireJS
this.MyGame = MyGame;