//------------------------------------------------------------------------------ // // 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 GameTDWeaponRandomData struct { Id int32 WeaponId int32 SkillId int32 SubSkillId []int32 } const TypeId_GameTDWeaponRandomData = 108801077 func (*GameTDWeaponRandomData) GetTypeId() int32 { return 108801077 } func (_v *GameTDWeaponRandomData)Deserialize(_buf map[string]interface{}) (err error) { { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["id"].(float64); !_ok_ { err = errors.New("id error"); return }; _v.Id = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["weapon_id"].(float64); !_ok_ { err = errors.New("weapon_id error"); return }; _v.WeaponId = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["skill_id"].(float64); !_ok_ { err = errors.New("skill_id error"); return }; _v.SkillId = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["subSkill_id"].([]interface{}); !_ok_ { err = errors.New("subSkill_id error"); return } _v.SubSkillId = 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.SubSkillId = append(_v.SubSkillId, _list_v_) } } return } func DeserializeGameTDWeaponRandomData(_buf map[string]interface{}) (*GameTDWeaponRandomData, error) { v := &GameTDWeaponRandomData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }