go_dreamfactory/sys/configure/structs/Game.IntegralConditionData.go
2024-01-24 18:04:25 +08:00

61 lines
3.1 KiB
Go

//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
package cfg
import "errors"
type GameIntegralConditionData struct {
Id int32
Condition string
TaskId int32
IType int32
Jumpto int32
Skillid []int32
Des string
}
const TypeId_GameIntegralConditionData = -198632419
func (*GameIntegralConditionData) GetTypeId() int32 {
return -198632419
}
func (_v *GameIntegralConditionData)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 __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["condition"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Condition error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Condition, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["TaskId"].(float64); !_ok_ { err = errors.New("TaskId error"); return }; _v.TaskId = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["iType"].(float64); !_ok_ { err = errors.New("iType error"); return }; _v.IType = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["jumpto"].(float64); !_ok_ { err = errors.New("jumpto error"); return }; _v.Jumpto = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["skillid"].([]interface{}); !_ok_ { err = errors.New("skillid error"); return }
_v.Skillid = 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.Skillid = append(_v.Skillid, _list_v_)
}
}
{var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["des"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Des error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Des, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
return
}
func DeserializeGameIntegralConditionData(_buf map[string]interface{}) (*GameIntegralConditionData, error) {
v := &GameIntegralConditionData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}