//------------------------------------------------------------------------------ // // 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 GameHeroTalentData struct { Id int32 Type int32 Talentid int32 Before []int32 Thing []*Gameatn Point int32 Position []int32 } const TypeId_GameHeroTalentData = 1749022668 func (*GameHeroTalentData) GetTypeId() int32 { return 1749022668 } func (_v *GameHeroTalentData)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["type"].(float64); !_ok_ { err = errors.New("type error"); return }; _v.Type = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["talentid"].(float64); !_ok_ { err = errors.New("talentid error"); return }; _v.Talentid = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["before"].([]interface{}); !_ok_ { err = errors.New("before error"); return } _v.Before = 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.Before = append(_v.Before, _list_v_) } } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["thing"].([]interface{}); !_ok_ { err = errors.New("thing error"); return } _v.Thing = 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.Thing = append(_v.Thing, _list_v_) } } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["point"].(float64); !_ok_ { err = errors.New("point error"); return }; _v.Point = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["position"].([]interface{}); !_ok_ { err = errors.New("position error"); return } _v.Position = 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.Position = append(_v.Position, _list_v_) } } return } func DeserializeGameHeroTalentData(_buf map[string]interface{}) (*GameHeroTalentData, error) { v := &GameHeroTalentData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }