//------------------------------------------------------------------------------ // // 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 GameEquipAttrlibrarySData struct { Key int32 Libraryid int32 Attr *Gameatr Skill int32 AttrvarCorrect int32 Probability int32 Addition []int32 } const TypeId_GameEquipAttrlibrarySData = 170770055 func (*GameEquipAttrlibrarySData) GetTypeId() int32 { return 170770055 } func (_v *GameEquipAttrlibrarySData)Deserialize(_buf map[string]interface{}) (err error) { { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["key"].(float64); !_ok_ { err = errors.New("key error"); return }; _v.Key = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["libraryid"].(float64); !_ok_ { err = errors.New("libraryid error"); return }; _v.Libraryid = int32(_tempNum_) } { var _ok_ bool; var _x_ map[string]interface{}; if _x_, _ok_ = _buf["attr"].(map[string]interface{}); !_ok_ { err = errors.New("attr error"); return }; if _v.Attr, err = DeserializeGameatr(_x_); err != nil { return } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["skill"].(float64); !_ok_ { err = errors.New("skill error"); return }; _v.Skill = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["attrvar_correct"].(float64); !_ok_ { err = errors.New("attrvar_correct error"); return }; _v.AttrvarCorrect = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["probability"].(float64); !_ok_ { err = errors.New("probability error"); return }; _v.Probability = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["Addition"].([]interface{}); !_ok_ { err = errors.New("Addition error"); return } _v.Addition = 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.Addition = append(_v.Addition, _list_v_) } } return } func DeserializeGameEquipAttrlibrarySData(_buf map[string]interface{}) (*GameEquipAttrlibrarySData, error) { v := &GameEquipAttrlibrarySData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }