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

namespace MyGame.Example
{

using global::System;
using global::FlatBuffers;

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

  public float A { get { return __p.bb.GetFloat(__p.bb_pos + 0); } }
  public void MutateA(float a) { __p.bb.PutFloat(__p.bb_pos + 0, a); }
  public int B(int j) { return __p.bb.GetInt(__p.bb_pos + 4 + j * 4); }
  public void MutateB(int j, int b) { __p.bb.PutInt(__p.bb_pos + 4 + j * 4, b); }
  public sbyte C { get { return __p.bb.GetSbyte(__p.bb_pos + 64); } }
  public void MutateC(sbyte c) { __p.bb.PutSbyte(__p.bb_pos + 64, c); }
  public MyGame.Example.NestedStruct D(int j) { return (new MyGame.Example.NestedStruct()).__assign(__p.bb_pos + 68 + j * 12, __p.bb); }

  public static Offset<MyGame.Example.ArrayStruct> CreateArrayStruct(FlatBufferBuilder builder, float A, int[] B, sbyte C, int[,] d_A, MyGame.Example.TestEnum[] d_B, MyGame.Example.TestEnum[,] d_C) {
    builder.Prep(4, 92);
    for (int _idx0 = 2; _idx0 > 0; _idx0--) {
      builder.Prep(4, 12);
      builder.Pad(1);
      for (int _idx1 = 2; _idx1 > 0; _idx1--) {
        builder.PutSbyte((sbyte)d_C[_idx0-1,_idx1-1]);
      }
      builder.PutSbyte((sbyte)d_B[_idx0-1]);
      for (int _idx1 = 2; _idx1 > 0; _idx1--) {
        builder.PutInt(d_A[_idx0-1,_idx1-1]);
      }
    }
    builder.Pad(3);
    builder.PutSbyte(C);
    for (int _idx0 = 15; _idx0 > 0; _idx0--) {
      builder.PutInt(B[_idx0-1]);
    }
    builder.PutFloat(A);
    return new Offset<MyGame.Example.ArrayStruct>(builder.Offset);
  }
};


}
