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