//------------------------------------------------------------------------------ // // 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 GameUiGameLatticeData struct { Latticekey int32 Layers int32 Bornpos int32 Chestspos []int32 Outpos int32 Chestsward []*Gameatn } const TypeId_GameUiGameLatticeData = -164420354 func (*GameUiGameLatticeData) GetTypeId() int32 { return -164420354 } func (_v *GameUiGameLatticeData)Deserialize(_buf map[string]interface{}) (err error) { { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["latticekey"].(float64); !_ok_ { err = errors.New("latticekey error"); return }; _v.Latticekey = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["layers"].(float64); !_ok_ { err = errors.New("layers error"); return }; _v.Layers = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["bornpos"].(float64); !_ok_ { err = errors.New("bornpos error"); return }; _v.Bornpos = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["chestspos"].([]interface{}); !_ok_ { err = errors.New("chestspos error"); return } _v.Chestspos = 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.Chestspos = append(_v.Chestspos, _list_v_) } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["outpos"].(float64); !_ok_ { err = errors.New("outpos error"); return }; _v.Outpos = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["chestsward"].([]interface{}); !_ok_ { err = errors.New("chestsward error"); return } _v.Chestsward = 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.Chestsward = append(_v.Chestsward, _list_v_) } } return } func DeserializeGameUiGameLatticeData(_buf map[string]interface{}) (*GameUiGameLatticeData, error) { v := &GameUiGameLatticeData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }