//------------------------------------------------------------------------------ // // 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 GameHeroMethodData struct { Hid string Herointr string EquipSuit1 []int32 Pro1 int32 EquipSuit2 []int32 Pro2 int32 EquipSuit3 []int32 Pro3 int32 } const TypeId_GameHeroMethodData = -371255999 func (*GameHeroMethodData) GetTypeId() int32 { return -371255999 } func (_v *GameHeroMethodData)Deserialize(_buf map[string]interface{}) (err error) { { var _ok_ bool; if _v.Hid, _ok_ = _buf["hid"].(string); !_ok_ { err = errors.New("hid error"); return } } {var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["herointr"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Herointr error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Herointr, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["equip_suit1"].([]interface{}); !_ok_ { err = errors.New("equip_suit1 error"); return } _v.EquipSuit1 = make([]int32, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ int32 { var _ok_ bool; var _x_ float64; if _x_, _ok_ = _e_.(float64); !_ok_ { err = errors.New("_list_v_ error"); return }; _list_v_ = int32(_x_) } _v.EquipSuit1 = append(_v.EquipSuit1, _list_v_) } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro1"].(float64); !_ok_ { err = errors.New("pro1 error"); return }; _v.Pro1 = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["equip_suit2"].([]interface{}); !_ok_ { err = errors.New("equip_suit2 error"); return } _v.EquipSuit2 = make([]int32, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ int32 { var _ok_ bool; var _x_ float64; if _x_, _ok_ = _e_.(float64); !_ok_ { err = errors.New("_list_v_ error"); return }; _list_v_ = int32(_x_) } _v.EquipSuit2 = append(_v.EquipSuit2, _list_v_) } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro2"].(float64); !_ok_ { err = errors.New("pro2 error"); return }; _v.Pro2 = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["equip_suit3"].([]interface{}); !_ok_ { err = errors.New("equip_suit3 error"); return } _v.EquipSuit3 = make([]int32, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ int32 { var _ok_ bool; var _x_ float64; if _x_, _ok_ = _e_.(float64); !_ok_ { err = errors.New("_list_v_ error"); return }; _list_v_ = int32(_x_) } _v.EquipSuit3 = append(_v.EquipSuit3, _list_v_) } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro3"].(float64); !_ok_ { err = errors.New("pro3 error"); return }; _v.Pro3 = int32(_tempNum_) } return } func DeserializeGameHeroMethodData(_buf map[string]interface{}) (*GameHeroMethodData, error) { v := &GameHeroMethodData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }