// Code generated by the FlatBuffers compiler. DO NOT EDIT. package scrabblefb import ( flatbuffers "github.com/google/flatbuffers/go" ) type GameLimits struct { _tab flatbuffers.Table } func GetRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits { n := flatbuffers.GetUOffsetT(buf[offset:]) x := &GameLimits{} x.Init(buf, n+offset) return x } func FinishGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.Finish(offset) } func GetSizePrefixedRootAsGameLimits(buf []byte, offset flatbuffers.UOffsetT) *GameLimits { n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:]) x := &GameLimits{} x.Init(buf, n+offset+flatbuffers.SizeUint32) return x } func FinishSizePrefixedGameLimitsBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.FinishSizePrefixed(offset) } func (rcv *GameLimits) Init(buf []byte, i flatbuffers.UOffsetT) { rcv._tab.Bytes = buf rcv._tab.Pos = i } func (rcv *GameLimits) Table() flatbuffers.Table { return rcv._tab } func (rcv *GameLimits) VsAi() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(4)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameLimits) MutateVsAi(n int32) bool { return rcv._tab.MutateInt32Slot(4, n) } func (rcv *GameLimits) Random() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(6)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameLimits) MutateRandom(n int32) bool { return rcv._tab.MutateInt32Slot(6, n) } func (rcv *GameLimits) Friends() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(8)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameLimits) MutateFriends(n int32) bool { return rcv._tab.MutateInt32Slot(8, n) } func GameLimitsStart(builder *flatbuffers.Builder) { builder.StartObject(3) } func GameLimitsAddVsAi(builder *flatbuffers.Builder, vsAi int32) { builder.PrependInt32Slot(0, vsAi, 0) } func GameLimitsAddRandom(builder *flatbuffers.Builder, random int32) { builder.PrependInt32Slot(1, random, 0) } func GameLimitsAddFriends(builder *flatbuffers.Builder, friends int32) { builder.PrependInt32Slot(2, friends, 0) } func GameLimitsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { return builder.EndObject() }