66 lines
4.3 KiB
Go
66 lines
4.3 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 GameTDWeaponData struct {
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Id int32
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Icon string
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Name string
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Describe string
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Sak int32
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AtkSpeed int32
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WeaponType int32
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BulletPrefab string
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FlySpeed float32
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HitRange float32
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HitNum int32
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Num int32
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ExplosionRange float32
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Catapult int32
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Pro int32
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ExplosionEffect string
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}
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const TypeId_GameTDWeaponData = -310580526
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func (*GameTDWeaponData) GetTypeId() int32 {
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return -310580526
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}
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func (_v *GameTDWeaponData)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; if _v.Icon, _ok_ = _buf["icon"].(string); !_ok_ { err = errors.New("icon error"); return } }
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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 __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["describe"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Describe error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Describe, _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["sak"].(float64); !_ok_ { err = errors.New("sak error"); return }; _v.Sak = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["atk_speed"].(float64); !_ok_ { err = errors.New("atk_speed error"); return }; _v.AtkSpeed = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["weapon_type"].(float64); !_ok_ { err = errors.New("weapon_type error"); return }; _v.WeaponType = int32(_tempNum_) }
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{ var _ok_ bool; if _v.BulletPrefab, _ok_ = _buf["bulletPrefab"].(string); !_ok_ { err = errors.New("bulletPrefab error"); return } }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["fly_speed"].(float64); !_ok_ { err = errors.New("fly_speed error"); return }; _v.FlySpeed = float32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hitRange"].(float64); !_ok_ { err = errors.New("hitRange error"); return }; _v.HitRange = float32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["hitNum"].(float64); !_ok_ { err = errors.New("hitNum error"); return }; _v.HitNum = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["num"].(float64); !_ok_ { err = errors.New("num error"); return }; _v.Num = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["explosion_Range"].(float64); !_ok_ { err = errors.New("explosion_Range error"); return }; _v.ExplosionRange = float32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["catapult"].(float64); !_ok_ { err = errors.New("catapult error"); return }; _v.Catapult = int32(_tempNum_) }
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{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro"].(float64); !_ok_ { err = errors.New("pro error"); return }; _v.Pro = int32(_tempNum_) }
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{ var _ok_ bool; if _v.ExplosionEffect, _ok_ = _buf["explosion_effect"].(string); !_ok_ { err = errors.New("explosion_effect error"); return } }
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return
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}
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func DeserializeGameTDWeaponData(_buf map[string]interface{}) (*GameTDWeaponData, error) {
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v := &GameTDWeaponData{}
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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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