// <auto-generated>
//  automatically generated by the FlatBuffers compiler, do not modify
// </auto-generated>

namespace MyGame.Example
{

using global::System;
using global::System.Collections.Generic;
using global::FlatBuffers;

public struct Vec3 : IFlatbufferObject
{
  private Struct __p;
  public ByteBuffer ByteBuffer { get { return __p.bb; } }
  public void __init(int _i, ByteBuffer _bb) { __p = new Struct(_i, _bb); }
  public Vec3 __assign(int _i, ByteBuffer _bb) { __init(_i, _bb); return this; }

  public float X { get { return __p.bb.GetFloat(__p.bb_pos + 0); } }
  public void MutateX(float x) { __p.bb.PutFloat(__p.bb_pos + 0, x); }
  public float Y { get { return __p.bb.GetFloat(__p.bb_pos + 4); } }
  public void MutateY(float y) { __p.bb.PutFloat(__p.bb_pos + 4, y); }
  public float Z { get { return __p.bb.GetFloat(__p.bb_pos + 8); } }
  public void MutateZ(float z) { __p.bb.PutFloat(__p.bb_pos + 8, z); }
  public double Test1 { get { return __p.bb.GetDouble(__p.bb_pos + 16); } }
  public void MutateTest1(double test1) { __p.bb.PutDouble(__p.bb_pos + 16, test1); }
  public MyGame.Example.Color Test2 { get { return (MyGame.Example.Color)__p.bb.Get(__p.bb_pos + 24); } }
  public void MutateTest2(MyGame.Example.Color test2) { __p.bb.Put(__p.bb_pos + 24, (byte)test2); }
  public MyGame.Example.Test Test3 { get { return (new MyGame.Example.Test()).__assign(__p.bb_pos + 26, __p.bb); } }

  public static Offset<MyGame.Example.Vec3> CreateVec3(FlatBufferBuilder builder, float X, float Y, float Z, double Test1, MyGame.Example.Color Test2, short test3_A, sbyte test3_B) {
    builder.Prep(8, 32);
    builder.Pad(2);
    builder.Prep(2, 4);
    builder.Pad(1);
    builder.PutSbyte(test3_B);
    builder.PutShort(test3_A);
    builder.Pad(1);
    builder.PutByte((byte)Test2);
    builder.PutDouble(Test1);
    builder.Pad(4);
    builder.PutFloat(Z);
    builder.PutFloat(Y);
    builder.PutFloat(X);
    return new Offset<MyGame.Example.Vec3>(builder.Offset);
  }
  public Vec3T UnPack() {
    var _o = new Vec3T();
    this.UnPackTo(_o);
    return _o;
  }
  public void UnPackTo(Vec3T _o) {
    _o.X = this.X;
    _o.Y = this.Y;
    _o.Z = this.Z;
    _o.Test1 = this.Test1;
    _o.Test2 = this.Test2;
    _o.Test3 = this.Test3.UnPack();
  }
  public static Offset<MyGame.Example.Vec3> Pack(FlatBufferBuilder builder, Vec3T _o) {
    if (_o == null) return default(Offset<MyGame.Example.Vec3>);
    var _test3_a = _o.Test3.A;
    var _test3_b = _o.Test3.B;
    return CreateVec3(
      builder,
      _o.X,
      _o.Y,
      _o.Z,
      _o.Test1,
      _o.Test2,
      _test3_a,
      _test3_b);
  }
};

public class Vec3T
{
  [Newtonsoft.Json.JsonProperty("x")]
  public float X { get; set; }
  [Newtonsoft.Json.JsonProperty("y")]
  public float Y { get; set; }
  [Newtonsoft.Json.JsonProperty("z")]
  public float Z { get; set; }
  [Newtonsoft.Json.JsonProperty("test1")]
  public double Test1 { get; set; }
  [Newtonsoft.Json.JsonProperty("test2")]
  public MyGame.Example.Color Test2 { get; set; }
  [Newtonsoft.Json.JsonProperty("test3")]
  public MyGame.Example.TestT Test3 { get; set; }

  public Vec3T() {
    this.X = 0.0f;
    this.Y = 0.0f;
    this.Z = 0.0f;
    this.Test1 = 0.0;
    this.Test2 = 0;
    this.Test3 = new MyGame.Example.TestT();
  }
}


}
