//------------------------------------------------------------------------------ // // 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 GameSystemNoticeData struct { Id int32 Redid int32 Priority int32 Systemtype int32 Jumpid int32 Noticetext []int32 } const TypeId_GameSystemNoticeData = -1627931475 func (*GameSystemNoticeData) GetTypeId() int32 { return -1627931475 } func (_v *GameSystemNoticeData)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["redid"].(float64); !_ok_ { err = errors.New("redid error"); return }; _v.Redid = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["priority"].(float64); !_ok_ { err = errors.New("priority error"); return }; _v.Priority = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["systemtype"].(float64); !_ok_ { err = errors.New("systemtype error"); return }; _v.Systemtype = int32(_tempNum_) } { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["jumpid"].(float64); !_ok_ { err = errors.New("jumpid error"); return }; _v.Jumpid = int32(_tempNum_) } { var _arr_ []interface{} var _ok_ bool if _arr_, _ok_ = _buf["noticetext"].([]interface{}); !_ok_ { err = errors.New("noticetext error"); return } _v.Noticetext = 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.Noticetext = append(_v.Noticetext, _list_v_) } } return } func DeserializeGameSystemNoticeData(_buf map[string]interface{}) (*GameSystemNoticeData, error) { v := &GameSystemNoticeData{} if err := v.Deserialize(_buf); err == nil { return v, nil } else { return nil, err } }