//------------------------------------------------------------------------------ // // 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 GameSignData struct { Id int32 Day int32 Group int32 Loopgift []*Gameatn Gamegift []*Gameatn } const TypeId_GameSignData = -1850890877 func (*GameSignData) GetTypeId() int32 { return -1850890877 } func (_v *GameSignData)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["day"].(float64); !_ok_ { err = errors.New("day error"); return }; _v.Day = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["group"].(float64); !_ok_ { err = errors.New("group error"); return }; _v.Group = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["loopgift"].([]interface{}); !_ok_ { err = errors.New("loopgift error"); return } _v.Loopgift = 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.Loopgift = append(_v.Loopgift, _list_v_) } } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["gamegift"].([]interface{}); !_ok_ { err = errors.New("gamegift error"); return } _v.Gamegift = 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.Gamegift = append(_v.Gamegift, _list_v_) } } return } func DeserializeGameSignData(_buf map[string]interface{}) (*GameSignData, error) { v := &GameSignData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }