//------------------------------------------------------------------------------ // // 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 GameEquipSComposeData struct { Key int32 Suittype int32 Star int32 Skillintr string Need []*Gameatn Ico string Equip []string Probability []int32 } const TypeId_GameEquipSComposeData = 953426749 func (*GameEquipSComposeData) GetTypeId() int32 { return 953426749 } func (_v *GameEquipSComposeData)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["suittype"].(float64); !_ok_ { err = errors.New("suittype error"); return }; _v.Suittype = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star"].(float64); !_ok_ { err = errors.New("star error"); return }; _v.Star = int32(_tempNum_) } {var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["skillintr"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Skillintr error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Skillintr, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["need"].([]interface{}); !_ok_ { err = errors.New("need error"); return } _v.Need = 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.Need = append(_v.Need, _list_v_) } } { var _ok_ bool; if _v.Ico, _ok_ = _buf["ico"].(string); !_ok_ { err = errors.New("ico error"); return } } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["equip"].([]interface{}); !_ok_ { err = errors.New("equip error"); return } _v.Equip = make([]string, 0, len(_arr_)) for _, _e_ := range _arr_ { var _list_v_ string { if _list_v_, _ok_ = _e_.(string); !_ok_ { err = errors.New("_list_v_ error"); return } } _v.Equip = append(_v.Equip, _list_v_) } } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["probability"].([]interface{}); !_ok_ { err = errors.New("probability error"); return } _v.Probability = 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.Probability = append(_v.Probability, _list_v_) } } return } func DeserializeGameEquipSComposeData(_buf map[string]interface{}) (*GameEquipSComposeData, error) { v := &GameEquipSComposeData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }