go_dreamfactory/sys/configure/structs/Game.TalentData.go
2023-04-18 16:04:28 +08:00

90 lines
4.6 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 GameTalentData struct {
Id int32
Type int32
Node int32
PreNode int32
NodeLv int32
PreNodeLv int32
NodeDirection int32
NodeLong int32
NodePng string
NodeType int32
DiscPng string
DiscPos int32
Attribute []*Gameatr
Range int32
IconCos []*Gameatn
}
const TypeId_GameTalentData = -1561355726
func (*GameTalentData) GetTypeId() int32 {
return -1561355726
}
func (_v *GameTalentData)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["type"].(float64); !_ok_ { err = errors.New("type error"); return }; _v.Type = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node"].(float64); !_ok_ { err = errors.New("node error"); return }; _v.Node = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pre_node"].(float64); !_ok_ { err = errors.New("pre_node error"); return }; _v.PreNode = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_lv"].(float64); !_ok_ { err = errors.New("node_lv error"); return }; _v.NodeLv = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pre_node_lv"].(float64); !_ok_ { err = errors.New("pre_node_lv error"); return }; _v.PreNodeLv = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_direction"].(float64); !_ok_ { err = errors.New("node_direction error"); return }; _v.NodeDirection = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_long"].(float64); !_ok_ { err = errors.New("node_long error"); return }; _v.NodeLong = int32(_tempNum_) }
{ var _ok_ bool; if _v.NodePng, _ok_ = _buf["node_png"].(string); !_ok_ { err = errors.New("node_png error"); return } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_type"].(float64); !_ok_ { err = errors.New("node_type error"); return }; _v.NodeType = int32(_tempNum_) }
{ var _ok_ bool; if _v.DiscPng, _ok_ = _buf["disc_png"].(string); !_ok_ { err = errors.New("disc_png error"); return } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["disc_pos"].(float64); !_ok_ { err = errors.New("disc_pos error"); return }; _v.DiscPos = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["attribute"].([]interface{}); !_ok_ { err = errors.New("attribute error"); return }
_v.Attribute = make([]*Gameatr, 0, len(_arr_))
for _, _e_ := range _arr_ {
var _list_v_ *Gameatr
{ var _ok_ bool; var _x_ map[string]interface{}; if _x_, _ok_ = _e_.(map[string]interface{}); !_ok_ { err = errors.New("_list_v_ error"); return }; if _list_v_, err = DeserializeGameatr(_x_); err != nil { return } }
_v.Attribute = append(_v.Attribute, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["range"].(float64); !_ok_ { err = errors.New("range error"); return }; _v.Range = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["icon_cos"].([]interface{}); !_ok_ { err = errors.New("icon_cos error"); return }
_v.IconCos = make([]*Gameatn, 0, len(_arr_))
for _, _e_ := range _arr_ {
var _list_v_ *Gameatn
{ var _ok_ bool; var _x_ map[string]interface{}; if _x_, _ok_ = _e_.(map[string]interface{}); !_ok_ { err = errors.New("_list_v_ error"); return }; if _list_v_, err = DeserializeGameatn(_x_); err != nil { return } }
_v.IconCos = append(_v.IconCos, _list_v_)
}
}
return
}
func DeserializeGameTalentData(_buf map[string]interface{}) (*GameTalentData, error) {
v := &GameTalentData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}