89 lines
3.9 KiB
Go
89 lines
3.9 KiB
Go
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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package cfg
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import "errors"
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type GameEquipSComposeData struct {
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Key int32
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Suittype int32
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Star int32
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Skillintr string
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Need []*Gameatn
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Ico string
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Equip []string
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Probability []int32
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}
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const TypeId_GameEquipSComposeData = 953426749
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func (*GameEquipSComposeData) GetTypeId() int32 {
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return 953426749
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}
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func (_v *GameEquipSComposeData)Deserialize(_buf map[string]interface{}) (err error) {
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["key"].(float64); !_ok_ { err = errors.New("key error"); return }; _v.Key = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["suittype"].(float64); !_ok_ { err = errors.New("suittype error"); return }; _v.Suittype = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star"].(float64); !_ok_ { err = errors.New("star error"); return }; _v.Star = int32(_tempNum_) }
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{var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["skillintr"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Skillintr error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Skillintr, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
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{
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var _arr_ []interface{}
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var _ok_ bool
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if _arr_, _ok_ = _buf["need"].([]interface{}); !_ok_ { err = errors.New("need error"); return }
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_v.Need = make([]*Gameatn, 0, len(_arr_))
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for _, _e_ := range _arr_ {
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var _list_v_ *Gameatn
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{ 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 } }
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_v.Need = append(_v.Need, _list_v_)
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}
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}
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{ var _ok_ bool; if _v.Ico, _ok_ = _buf["ico"].(string); !_ok_ { err = errors.New("ico error"); return } }
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{
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var _arr_ []interface{}
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var _ok_ bool
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if _arr_, _ok_ = _buf["equip"].([]interface{}); !_ok_ { err = errors.New("equip error"); return }
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_v.Equip = make([]string, 0, len(_arr_))
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for _, _e_ := range _arr_ {
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var _list_v_ string
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{ if _list_v_, _ok_ = _e_.(string); !_ok_ { err = errors.New("_list_v_ error"); return } }
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_v.Equip = append(_v.Equip, _list_v_)
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}
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}
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{
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var _arr_ []interface{}
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var _ok_ bool
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if _arr_, _ok_ = _buf["probability"].([]interface{}); !_ok_ { err = errors.New("probability error"); return }
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_v.Probability = make([]int32, 0, len(_arr_))
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for _, _e_ := range _arr_ {
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var _list_v_ int32
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{ var _ok_ bool; var _x_ float64; if _x_, _ok_ = _e_.(float64); !_ok_ { err = errors.New("_list_v_ error"); return }; _list_v_ = int32(_x_) }
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_v.Probability = append(_v.Probability, _list_v_)
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}
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}
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return
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}
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func DeserializeGameEquipSComposeData(_buf map[string]interface{}) (*GameEquipSComposeData, error) {
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v := &GameEquipSComposeData{}
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if err := v.Deserialize(_buf); err == nil {
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return v, nil
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} else {
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return nil, err
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}
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}
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