go_dreamfactory/sys/configure/structs/game.equipPosData.go
2024-01-11 16:45:06 +08:00

68 lines
2.5 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 GameEquipPosData struct {
Pos int32
Suitnum int32
Leadlibrary []int32
Addlibrary []int32
}
const TypeId_GameEquipPosData = 296047178
func (*GameEquipPosData) GetTypeId() int32 {
return 296047178
}
func (_v *GameEquipPosData)Deserialize(_buf map[string]interface{}) (err error) {
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pos"].(float64); !_ok_ { err = errors.New("pos error"); return }; _v.Pos = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["suitnum"].(float64); !_ok_ { err = errors.New("suitnum error"); return }; _v.Suitnum = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["leadlibrary"].([]interface{}); !_ok_ { err = errors.New("leadlibrary error"); return }
_v.Leadlibrary = 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.Leadlibrary = append(_v.Leadlibrary, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["addlibrary"].([]interface{}); !_ok_ { err = errors.New("addlibrary error"); return }
_v.Addlibrary = 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.Addlibrary = append(_v.Addlibrary, _list_v_)
}
}
return
}
func DeserializeGameEquipPosData(_buf map[string]interface{}) (*GameEquipPosData, error) {
v := &GameEquipPosData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}