// Code generated by the FlatBuffers compiler. DO NOT EDIT. package battle import ( flatbuffers "github.com/google/flatbuffers/go" ) type GameBattleRequest struct { _tab flatbuffers.Table } func GetRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest { n := flatbuffers.GetUOffsetT(buf[offset:]) x := &GameBattleRequest{} x.Init(buf, n+offset) return x } func FinishGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.Finish(offset) } func GetSizePrefixedRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest { n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:]) x := &GameBattleRequest{} x.Init(buf, n+offset+flatbuffers.SizeUint32) return x } func FinishSizePrefixedGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.FinishSizePrefixed(offset) } func (rcv *GameBattleRequest) Init(buf []byte, i flatbuffers.UOffsetT) { rcv._tab.Bytes = buf rcv._tab.Pos = i } func (rcv *GameBattleRequest) Table() flatbuffers.Table { return rcv._tab } func (rcv *GameBattleRequest) GameId(obj *UUID) *UUID { o := flatbuffers.UOffsetT(rcv._tab.Offset(4)) if o != 0 { x := o + rcv._tab.Pos if obj == nil { obj = new(UUID) } obj.Init(rcv._tab.Bytes, x) return obj } return nil } func (rcv *GameBattleRequest) Turn() uint32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(6)) if o != 0 { return rcv._tab.GetUint32(o + rcv._tab.Pos) } return 0 } func (rcv *GameBattleRequest) MutateTurn(n uint32) bool { return rcv._tab.MutateUint32Slot(6, n) } func (rcv *GameBattleRequest) BattleId(obj *UUID) *UUID { o := flatbuffers.UOffsetT(rcv._tab.Offset(8)) if o != 0 { x := o + rcv._tab.Pos if obj == nil { obj = new(UUID) } obj.Init(rcv._tab.Bytes, x) return obj } return nil } func GameBattleRequestStart(builder *flatbuffers.Builder) { builder.StartObject(3) } func GameBattleRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) { builder.PrependStructSlot(0, flatbuffers.UOffsetT(gameId), 0) } func GameBattleRequestAddTurn(builder *flatbuffers.Builder, turn uint32) { builder.PrependUint32Slot(1, turn, 0) } func GameBattleRequestAddBattleId(builder *flatbuffers.Builder, battleId flatbuffers.UOffsetT) { builder.PrependStructSlot(2, flatbuffers.UOffsetT(battleId), 0) } func GameBattleRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { return builder.EndObject() }