90 lines
4.6 KiB
Go
90 lines
4.6 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 GameTalentData struct {
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Id int32
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Type int32
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Node int32
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PreNode int32
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NodeLv int32
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PreNodeLv int32
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NodeDirection int32
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NodeLong int32
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NodePng string
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NodeType int32
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DiscPng string
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DiscPos int32
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Attribute []*Gameatr
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Range int32
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IconCos []*Gameatn
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}
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const TypeId_GameTalentData = -1561355726
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func (*GameTalentData) GetTypeId() int32 {
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return -1561355726
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}
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func (_v *GameTalentData)Deserialize(_buf map[string]interface{}) (err error) {
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["id"].(float64); !_ok_ { err = errors.New("id error"); return }; _v.Id = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["type"].(float64); !_ok_ { err = errors.New("type error"); return }; _v.Type = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node"].(float64); !_ok_ { err = errors.New("node error"); return }; _v.Node = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pre_node"].(float64); !_ok_ { err = errors.New("pre_node error"); return }; _v.PreNode = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_lv"].(float64); !_ok_ { err = errors.New("node_lv error"); return }; _v.NodeLv = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pre_node_lv"].(float64); !_ok_ { err = errors.New("pre_node_lv error"); return }; _v.PreNodeLv = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_direction"].(float64); !_ok_ { err = errors.New("node_direction error"); return }; _v.NodeDirection = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_long"].(float64); !_ok_ { err = errors.New("node_long error"); return }; _v.NodeLong = int32(_tempNum_) }
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{ var _ok_ bool; if _v.NodePng, _ok_ = _buf["node_png"].(string); !_ok_ { err = errors.New("node_png error"); return } }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["node_type"].(float64); !_ok_ { err = errors.New("node_type error"); return }; _v.NodeType = int32(_tempNum_) }
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{ var _ok_ bool; if _v.DiscPng, _ok_ = _buf["disc_png"].(string); !_ok_ { err = errors.New("disc_png error"); return } }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["disc_pos"].(float64); !_ok_ { err = errors.New("disc_pos error"); return }; _v.DiscPos = 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["attribute"].([]interface{}); !_ok_ { err = errors.New("attribute error"); return }
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_v.Attribute = make([]*Gameatr, 0, len(_arr_))
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for _, _e_ := range _arr_ {
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var _list_v_ *Gameatr
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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 = DeserializeGameatr(_x_); err != nil { return } }
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_v.Attribute = append(_v.Attribute, _list_v_)
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}
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}
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["range"].(float64); !_ok_ { err = errors.New("range error"); return }; _v.Range = 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["icon_cos"].([]interface{}); !_ok_ { err = errors.New("icon_cos error"); return }
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_v.IconCos = 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.IconCos = append(_v.IconCos, _list_v_)
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}
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}
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return
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}
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func DeserializeGameTalentData(_buf map[string]interface{}) (*GameTalentData, error) {
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v := &GameTalentData{}
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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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