go_dreamfactory/sys/configure/structs/Game.SystemNoticeData.go
2024-01-24 13:39:45 +08:00

59 lines
2.4 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 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
}
}