go_dreamfactory/sys/configure/structs/Game.EquipAttrlibrarySData.go
2023-05-26 10:50:56 +08:00

61 lines
2.7 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 GameEquipAttrlibrarySData struct {
Key int32
Libraryid int32
Attrkey string
Attrvar int32
AttrvarCorrect int32
Probability int32
Addition []int32
}
const TypeId_GameEquipAttrlibrarySData = 170770055
func (*GameEquipAttrlibrarySData) GetTypeId() int32 {
return 170770055
}
func (_v *GameEquipAttrlibrarySData)Deserialize(_buf map[string]interface{}) (err error) {
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["key"].(float64); !_ok_ { err = errors.New("key error"); return }; _v.Key = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["libraryid"].(float64); !_ok_ { err = errors.New("libraryid error"); return }; _v.Libraryid = int32(_tempNum_) }
{ var _ok_ bool; if _v.Attrkey, _ok_ = _buf["attrkey"].(string); !_ok_ { err = errors.New("attrkey error"); return } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["attrvar"].(float64); !_ok_ { err = errors.New("attrvar error"); return }; _v.Attrvar = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["attrvar_correct"].(float64); !_ok_ { err = errors.New("attrvar_correct error"); return }; _v.AttrvarCorrect = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["probability"].(float64); !_ok_ { err = errors.New("probability error"); return }; _v.Probability = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["Addition"].([]interface{}); !_ok_ { err = errors.New("Addition error"); return }
_v.Addition = 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.Addition = append(_v.Addition, _list_v_)
}
}
return
}
func DeserializeGameEquipAttrlibrarySData(_buf map[string]interface{}) (*GameEquipAttrlibrarySData, error) {
v := &GameEquipAttrlibrarySData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}