go_dreamfactory/sys/configure/structs/Game.TDWeaponData.go
2023-11-23 17:25:42 +08:00

96 lines
5.5 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 GameTDWeaponData struct {
Id int32
Icon string
Name string
Describe string
Sak int32
AtkSpeed int32
WeaponType int32
BulletPrefab string
FlySpeed float32
HitRange float32
HitNum int32
Num int32
ExplosionRange float32
Catapult int32
SelfBuff []int32
TargetBuff []int32
Pro int32
ExplosionEffect string
}
const TypeId_GameTDWeaponData = -310580526
func (*GameTDWeaponData) GetTypeId() int32 {
return -310580526
}
func (_v *GameTDWeaponData)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; if _v.Icon, _ok_ = _buf["icon"].(string); !_ok_ { err = errors.New("icon error"); return } }
{var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["name"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Name error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Name, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
{var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["describe"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Describe error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Describe, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["sak"].(float64); !_ok_ { err = errors.New("sak error"); return }; _v.Sak = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["atk_speed"].(float64); !_ok_ { err = errors.New("atk_speed error"); return }; _v.AtkSpeed = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["weapon_type"].(float64); !_ok_ { err = errors.New("weapon_type error"); return }; _v.WeaponType = int32(_tempNum_) }
{ var _ok_ bool; if _v.BulletPrefab, _ok_ = _buf["bulletPrefab"].(string); !_ok_ { err = errors.New("bulletPrefab error"); return } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["fly_speed"].(float64); !_ok_ { err = errors.New("fly_speed error"); return }; _v.FlySpeed = float32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hitRange"].(float64); !_ok_ { err = errors.New("hitRange error"); return }; _v.HitRange = float32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hitNum"].(float64); !_ok_ { err = errors.New("hitNum error"); return }; _v.HitNum = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["num"].(float64); !_ok_ { err = errors.New("num error"); return }; _v.Num = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["explosion_Range"].(float64); !_ok_ { err = errors.New("explosion_Range error"); return }; _v.ExplosionRange = float32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["catapult"].(float64); !_ok_ { err = errors.New("catapult error"); return }; _v.Catapult = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["self_buff"].([]interface{}); !_ok_ { err = errors.New("self_buff error"); return }
_v.SelfBuff = 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.SelfBuff = append(_v.SelfBuff, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["target_buff"].([]interface{}); !_ok_ { err = errors.New("target_buff error"); return }
_v.TargetBuff = 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.TargetBuff = append(_v.TargetBuff, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro"].(float64); !_ok_ { err = errors.New("pro error"); return }; _v.Pro = int32(_tempNum_) }
{ var _ok_ bool; if _v.ExplosionEffect, _ok_ = _buf["explosion_effect"].(string); !_ok_ { err = errors.New("explosion_effect error"); return } }
return
}
func DeserializeGameTDWeaponData(_buf map[string]interface{}) (*GameTDWeaponData, error) {
v := &GameTDWeaponData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}