//------------------------------------------------------------------------------ // // 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 type GameTDWeaponRandom struct { _dataMap map[int32]*GameTDWeaponRandomData _dataList []*GameTDWeaponRandomData } func NewGameTDWeaponRandom(_buf []map[string]interface{}) (*GameTDWeaponRandom, error) { _dataList := make([]*GameTDWeaponRandomData, 0, len(_buf)) dataMap := make(map[int32]*GameTDWeaponRandomData) for _, _ele_ := range _buf { if _v, err2 := DeserializeGameTDWeaponRandomData(_ele_); err2 != nil { return nil, err2 } else { _dataList = append(_dataList, _v) dataMap[_v.Id] = _v } } return &GameTDWeaponRandom{_dataList:_dataList, _dataMap:dataMap}, nil } func (table *GameTDWeaponRandom) GetDataMap() map[int32]*GameTDWeaponRandomData { return table._dataMap } func (table *GameTDWeaponRandom) GetDataList() []*GameTDWeaponRandomData { return table._dataList } func (table *GameTDWeaponRandom) Get(key int32) *GameTDWeaponRandomData { return table._dataMap[key] }