Some code in the samples and docs still used old C# API.

Change-Id: I7914c88ad7b31baa7586771423069dc2b90d534f
Tested: on Linux.
parent aaf5598a
...@@ -1541,10 +1541,10 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`: ...@@ -1541,10 +1541,10 @@ To access sub-objects, in the case of our `pos`, which is a `Vec3`:
</div> </div>
<div class="language-csharp"> <div class="language-csharp">
~~~{.cs} ~~~{.cs}
var pos = monster.Pos var pos = monster.Pos.Value;
var x = pos.X var x = pos.X;
var y = pos.Y var y = pos.Y;
var z = pos.Z var z = pos.Z;
~~~ ~~~
</div> </div>
<div class="language-go"> <div class="language-go">
...@@ -1618,7 +1618,7 @@ FlatBuffers `vector`. ...@@ -1618,7 +1618,7 @@ FlatBuffers `vector`.
<div class="language-csharp"> <div class="language-csharp">
~~~{.cs} ~~~{.cs}
int invLength = monster.InventoryLength; int invLength = monster.InventoryLength;
var thirdItem = monster.GetInventory(2); var thirdItem = monster.Inventory(2);
~~~ ~~~
</div> </div>
<div class="language-go"> <div class="language-go">
...@@ -1675,8 +1675,8 @@ except your need to handle the result as a FlatBuffer `table`: ...@@ -1675,8 +1675,8 @@ except your need to handle the result as a FlatBuffer `table`:
<div class="language-csharp"> <div class="language-csharp">
~~~{.cs} ~~~{.cs}
int weaponsLength = monster.WeaponsLength; int weaponsLength = monster.WeaponsLength;
var secondWeaponName = monster.GetWeapons(1).Name; var secondWeaponName = monster.Weapons(1).Name;
var secondWeaponDamage = monster.GetWeapons(1).Damage; var secondWeaponDamage = monster.Weapons(1).Damage;
~~~ ~~~
</div> </div>
<div class="language-go"> <div class="language-go">
...@@ -1758,8 +1758,7 @@ We can access the type to dynamically cast the data as needed (since the ...@@ -1758,8 +1758,7 @@ We can access the type to dynamically cast the data as needed (since the
var unionType = monster.EquippedType; var unionType = monster.EquippedType;
if (unionType == Equipment.Weapon) { if (unionType == Equipment.Weapon) {
var weapon = (Weapon)monster.GetEquipped(new Weapon()); // Requires explicit cast var weapon = monster.Equipped<Weapon>().Value;
// to `Weapon`.
var weaponName = weapon.Name; // "Axe" var weaponName = weapon.Name; // "Axe"
var weaponDamage = weapon.Damage; // 5 var weaponDamage = weapon.Damage; // 5
......
...@@ -81,22 +81,19 @@ class SampleBinary ...@@ -81,22 +81,19 @@ class SampleBinary
Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color), Assert(monster.Color == Color.Red, "monster.Color", Convert.ToString(monster.Color),
Convert.ToString(Color.Red)); Convert.ToString(Color.Red));
// C# also allows you to use performance-enhanced methods to fill an object that has already var vec = monster.Pos.Value;
// been created. These functions are prefixed with "Get". For example: `monster.GetPos()`. Assert(vec.X == 1.0f, "vec.X",
var myAlreadyCreatedVector = new Vec3(); Convert.ToString(vec.X), Convert.ToString(1.0f));
monster.GetPos(myAlreadyCreatedVector); // Instead of `var myNewVec3 = monster.Pos`. Assert(vec.Y == 2.0f, "vec.Y",
Assert(myAlreadyCreatedVector.X == 1.0f, "myAlreadyCreatedVector.X", Convert.ToString(vec.Y), Convert.ToString(2.0f));
Convert.ToString(myAlreadyCreatedVector.X), Convert.ToString(1.0f)); Assert(vec.Z == 3.0f, "vec.Z",
Assert(myAlreadyCreatedVector.Y == 2.0f, "myAlreadyCreatedVector.Y", Convert.ToString(vec.Z), Convert.ToString(3.0f));
Convert.ToString(myAlreadyCreatedVector.Y), Convert.ToString(2.0f));
Assert(myAlreadyCreatedVector.Z == 3.0f, "myAlreadyCreatedVector.Z",
Convert.ToString(myAlreadyCreatedVector.Z), Convert.ToString(3.0f));
// Get and test the `Inventory` FlatBuffer `vector`. // Get and test the `Inventory` FlatBuffer `vector`.
for (int i = 0; i < monster.InventoryLength; i++) for (int i = 0; i < monster.InventoryLength; i++)
{ {
Assert(monster.GetInventory(i) == i, "monster.GetInventory", Assert(monster.Inventory(i) == i, "monster.Inventory",
Convert.ToString(monster.GetInventory(i)), Convert.ToString(i)); Convert.ToString(monster.Inventory(i)), Convert.ToString(i));
} }
// Get and test the `Weapons` FlatBuffer `vector` of `table`s. // Get and test the `Weapons` FlatBuffer `vector` of `table`s.
...@@ -104,17 +101,17 @@ class SampleBinary ...@@ -104,17 +101,17 @@ class SampleBinary
var expectedWeaponDamages = new short[] {3, 5}; var expectedWeaponDamages = new short[] {3, 5};
for (int i = 0; i < monster.WeaponsLength; i++) for (int i = 0; i < monster.WeaponsLength; i++)
{ {
Assert(monster.GetWeapons(i).Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal), Assert(monster.Weapons(i).Value.Name.Equals(expectedWeaponNames[i], StringComparison.Ordinal),
"monster.GetWeapons", monster.GetWeapons(i).Name, expectedWeaponNames[i]); "monster.Weapons", monster.Weapons(i).Value.Name, expectedWeaponNames[i]);
Assert(monster.GetWeapons(i).Damage == expectedWeaponDamages[i], "monster.GetWeapons", Assert(monster.Weapons(i).Value.Damage == expectedWeaponDamages[i], "monster.GetWeapons",
Convert.ToString(monster.GetWeapons(i).Damage), Convert.ToString(monster.Weapons(i).Value.Damage),
Convert.ToString(expectedWeaponDamages[i])); Convert.ToString(expectedWeaponDamages[i]));
} }
// Get and test the `Equipped` FlatBuffer `union`. // Get and test the `Equipped` FlatBuffer `union`.
Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType", Assert(monster.EquippedType == Equipment.Weapon, "monster.EquippedType",
Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon)); Convert.ToString(monster.EquippedType), Convert.ToString(Equipment.Weapon));
var equipped = (Weapon)monster.GetEquipped(new Weapon()); var equipped = monster.Equipped<Weapon>().Value;
Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name, Assert(equipped.Name.Equals("Axe", StringComparison.Ordinal), "equipped.Name", equipped.Name,
"Axe"); "Axe");
Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage), Assert(equipped.Damage == 5, "equipped.Damage", Convert.ToString(equipped.Damage),
......
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