go_dreamfactory/sys/configure/structs/Game.CombatLevelData.go
2023-06-01 18:03:01 +08:00

106 lines
4.5 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 GameCombatLevelData struct {
Id int32
Scene string
Levelname string
Maintask []int32
Subtask []int32
Award []*Gameatn
Profectaward []*Gameatn
Debrisitemid int32
Scenemusic string
Atmosphere string
}
const TypeId_GameCombatLevelData = 1556955838
func (*GameCombatLevelData) GetTypeId() int32 {
return 1556955838
}
func (_v *GameCombatLevelData)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.Scene, _ok_ = _buf["scene"].(string); !_ok_ { err = errors.New("scene error"); return } }
{ var _ok_ bool; if _v.Levelname, _ok_ = _buf["levelname"].(string); !_ok_ { err = errors.New("levelname error"); return } }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["maintask"].([]interface{}); !_ok_ { err = errors.New("maintask error"); return }
_v.Maintask = 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.Maintask = append(_v.Maintask, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["subtask"].([]interface{}); !_ok_ { err = errors.New("subtask error"); return }
_v.Subtask = 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.Subtask = append(_v.Subtask, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["award"].([]interface{}); !_ok_ { err = errors.New("award error"); return }
_v.Award = 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.Award = append(_v.Award, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["profectaward"].([]interface{}); !_ok_ { err = errors.New("profectaward error"); return }
_v.Profectaward = 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.Profectaward = append(_v.Profectaward, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["debrisitemid"].(float64); !_ok_ { err = errors.New("debrisitemid error"); return }; _v.Debrisitemid = int32(_tempNum_) }
{ var _ok_ bool; if _v.Scenemusic, _ok_ = _buf["scenemusic"].(string); !_ok_ { err = errors.New("scenemusic error"); return } }
{ var _ok_ bool; if _v.Atmosphere, _ok_ = _buf["atmosphere"].(string); !_ok_ { err = errors.New("atmosphere error"); return } }
return
}
func DeserializeGameCombatLevelData(_buf map[string]interface{}) (*GameCombatLevelData, error) {
v := &GameCombatLevelData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}