go_dreamfactory/sys/configure/structs/Game.RobotData.go

147 lines
7.2 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 GameRobotData struct {
Robotid int32
Icon string
Lvshow int32
Name string
Hero1 int32
Lv1 int32
Star1 int32
Equip1 []int32
Hero2 int32
Lv2 int32
Star2 int32
Equip2 []int32
Hero3 int32
Lv3 int32
Star3 int32
Equip3 []int32
Hero4 int32
Lv4 int32
Star4 int32
Equip4 []int32
Hero5 int32
Lv5 int32
Star5 int32
Equip5 []int32
}
const TypeId_GameRobotData = 2060865080
func (*GameRobotData) GetTypeId() int32 {
return 2060865080
}
func (_v *GameRobotData)Deserialize(_buf map[string]interface{}) (err error) {
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["robotid"].(float64); !_ok_ { err = errors.New("robotid error"); return }; _v.Robotid = int32(_tempNum_) }
{ var _ok_ bool; if _v.Icon, _ok_ = _buf["icon"].(string); !_ok_ { err = errors.New("icon error"); return } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["lvshow"].(float64); !_ok_ { err = errors.New("lvshow error"); return }; _v.Lvshow = int32(_tempNum_) }
{ var _ok_ bool; if _v.Name, _ok_ = _buf["name"].(string); !_ok_ { err = errors.New("name error"); return } }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hero1"].(float64); !_ok_ { err = errors.New("hero1 error"); return }; _v.Hero1 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["lv1"].(float64); !_ok_ { err = errors.New("lv1 error"); return }; _v.Lv1 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star1"].(float64); !_ok_ { err = errors.New("star1 error"); return }; _v.Star1 = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["equip1"].([]interface{}); !_ok_ { err = errors.New("equip1 error"); return }
_v.Equip1 = 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.Equip1 = append(_v.Equip1, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hero2"].(float64); !_ok_ { err = errors.New("hero2 error"); return }; _v.Hero2 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["lv2"].(float64); !_ok_ { err = errors.New("lv2 error"); return }; _v.Lv2 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star2"].(float64); !_ok_ { err = errors.New("star2 error"); return }; _v.Star2 = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["equip2"].([]interface{}); !_ok_ { err = errors.New("equip2 error"); return }
_v.Equip2 = 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.Equip2 = append(_v.Equip2, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hero3"].(float64); !_ok_ { err = errors.New("hero3 error"); return }; _v.Hero3 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["lv3"].(float64); !_ok_ { err = errors.New("lv3 error"); return }; _v.Lv3 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star3"].(float64); !_ok_ { err = errors.New("star3 error"); return }; _v.Star3 = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["equip3"].([]interface{}); !_ok_ { err = errors.New("equip3 error"); return }
_v.Equip3 = 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.Equip3 = append(_v.Equip3, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hero4"].(float64); !_ok_ { err = errors.New("hero4 error"); return }; _v.Hero4 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["lv4"].(float64); !_ok_ { err = errors.New("lv4 error"); return }; _v.Lv4 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star4"].(float64); !_ok_ { err = errors.New("star4 error"); return }; _v.Star4 = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["equip4"].([]interface{}); !_ok_ { err = errors.New("equip4 error"); return }
_v.Equip4 = 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.Equip4 = append(_v.Equip4, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hero5"].(float64); !_ok_ { err = errors.New("hero5 error"); return }; _v.Hero5 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["lv5"].(float64); !_ok_ { err = errors.New("lv5 error"); return }; _v.Lv5 = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star5"].(float64); !_ok_ { err = errors.New("star5 error"); return }; _v.Star5 = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["equip5"].([]interface{}); !_ok_ { err = errors.New("equip5 error"); return }
_v.Equip5 = 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.Equip5 = append(_v.Equip5, _list_v_)
}
}
return
}
func DeserializeGameRobotData(_buf map[string]interface{}) (*GameRobotData, error) {
v := &GameRobotData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}