//------------------------------------------------------------------------------ // // This code was generated by a tool. // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ package cfg import "errors" type Game_equipIntensifyData struct { Key int32 Star int32 Level int32 Need []*Game_atn Bonus int32 Activation bool Probability int32 Num int32 } func (Game_equipIntensifyData) GetTypeId() int { return 1687417591 } func NewGame_equipIntensifyData(_buf map[string]interface{}) (_v *Game_equipIntensifyData, err error) { _v = &Game_equipIntensifyData{} { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["key"].(float64); !_ok_ { err = errors.New("key error"); return }; _v.Key = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star"].(float64); !_ok_ { err = errors.New("star error"); return }; _v.Star = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["level"].(float64); !_ok_ { err = errors.New("level error"); return }; _v.Level = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["need"].([]interface{}); !_ok_ { err = errors.New("need error"); return } _v.Need = make([]*Game_atn, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ *Game_atn { var _ok_ bool; var _x_ map[string]interface{}; if _x_, _ok_ = _e_.(map[string]interface{}); !_ok_ { err = errors.New("_list_v_ error"); return }; if _list_v_, err = NewGame_atn(_x_); err != nil { return } } _v.Need = append(_v.Need, _list_v_) } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["bonus"].(float64); !_ok_ { err = errors.New("bonus error"); return }; _v.Bonus = int32(_tempNum_) } { var _ok_ bool; if _v.Activation, _ok_ = _buf["activation"].(bool); !_ok_ { err = errors.New("activation error"); return } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["probability"].(float64); !_ok_ { err = errors.New("probability error"); return }; _v.Probability = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["num"].(float64); !_ok_ { err = errors.New("num error"); return }; _v.Num = int32(_tempNum_) } return }