//------------------------------------------------------------------------------ // // 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" import "bright/serialization" type GameUiGameLatticeData struct { Latticekey int32 Layers int32 Bornpos serialization.Vector2 Chestspos []serialization.Vector2 Outpos serialization.Vector2 } 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 _v_ map[string]interface{}; if _v_, _ok_ = _buf["bornpos"].(map[string]interface{}); !_ok_ { err = errors.New("bornpos error"); return } var _x_, _y_ float32; { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _v_["x"].(float64); !_ok_ { err = errors.New("x error"); return }; _x_ = float32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _v_["y"].(float64); !_ok_ { err = errors.New("y error"); return }; _y_ = float32(_tempNum_) } _v.Bornpos = serialization.NewVector2(_x_, _y_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["chestspos"].([]interface{}); !_ok_ { err = errors.New("chestspos error"); return } _v.Chestspos = make([]serialization.Vector2, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ serialization.Vector2 { var _ok_ bool; var _v_ map[string]interface{}; if _v_, _ok_ = _e_.(map[string]interface{}); !_ok_ { err = errors.New("_list_v_ error"); return } var _x_, _y_ float32; { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _v_["x"].(float64); !_ok_ { err = errors.New("x error"); return }; _x_ = float32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _v_["y"].(float64); !_ok_ { err = errors.New("y error"); return }; _y_ = float32(_tempNum_) } _list_v_ = serialization.NewVector2(_x_, _y_) } _v.Chestspos = append(_v.Chestspos, _list_v_) } } { var _ok_ bool; var _v_ map[string]interface{}; if _v_, _ok_ = _buf["outpos"].(map[string]interface{}); !_ok_ { err = errors.New("outpos error"); return } var _x_, _y_ float32; { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _v_["x"].(float64); !_ok_ { err = errors.New("x error"); return }; _x_ = float32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _v_["y"].(float64); !_ok_ { err = errors.New("y error"); return }; _y_ = float32(_tempNum_) } _v.Outpos = serialization.NewVector2(_x_, _y_) } 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 } }