//------------------------------------------------------------------------------ // // 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 Gamedispatch struct { N int32 G []*Gameatn } const TypeId_Gamedispatch = -1941607722 func (*Gamedispatch) GetTypeId() int32 { return -1941607722 } func (_v *Gamedispatch)Deserialize(_buf map[string]interface{}) (err error) { { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["n"].(float64); !_ok_ { err = errors.New("n error"); return }; _v.N = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["g"].([]interface{}); !_ok_ { err = errors.New("g error"); return } _v.G = make([]*Gameatn, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ *Gameatn { 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 = DeserializeGameatn(_x_); err != nil { return } } _v.G = append(_v.G, _list_v_) } } return } func DeserializeGamedispatch(_buf map[string]interface{}) (*Gamedispatch, error) { v := &Gamedispatch{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }