Documentation ¶
Index ¶
- Constants
- func CreateVec3(builder *flatbuffers.Builder, x float32, y float32, z float32) flatbuffers.UOffsetT
- func MonsterAddColor(builder *flatbuffers.Builder, color int8)
- 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 MonsterAddPos(builder *flatbuffers.Builder, pos flatbuffers.UOffsetT)
- func MonsterAddTest(builder *flatbuffers.Builder, test flatbuffers.UOffsetT)
- func MonsterAddTestType(builder *flatbuffers.Builder, testType byte)
- func MonsterEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func MonsterStart(builder *flatbuffers.Builder)
- func MonsterStartInventoryVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func WeaponAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
- func WeaponAddX(builder *flatbuffers.Builder, x float32)
- func WeaponEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func WeaponStart(builder *flatbuffers.Builder)
- type Monster
- func (rcv *Monster) Color() int8
- 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) Name() string
- func (rcv *Monster) Pos(obj *Vec3) *Vec3
- func (rcv *Monster) Test(obj *flatbuffers.Table) bool
- func (rcv *Monster) TestType() byte
- type Vec3
- type Weapon
Constants ¶
View Source
const ( AnyNONE = 0 AnyMonster = 1 AnyWeapon = 2 )
View Source
const ( ColorRed = 1 ColorGreen = 2 ColorBlue = 3 )
Variables ¶
This section is empty.
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 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 MonsterAddPos ¶
func MonsterAddPos(builder *flatbuffers.Builder, pos flatbuffers.UOffsetT)
func MonsterAddTest ¶
func MonsterAddTest(builder *flatbuffers.Builder, test flatbuffers.UOffsetT)
func MonsterAddTestType ¶
func MonsterAddTestType(builder *flatbuffers.Builder, testType byte)
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 WeaponAddName ¶
func WeaponAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
func WeaponAddX ¶
func WeaponAddX(builder *flatbuffers.Builder, x float32)
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) InventoryBytes ¶
func (*Monster) InventoryLength ¶
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