go_dreamfactory/sys/configure/structs/Game.HeroTalentData.go
2022-10-25 19:27:45 +08:00

87 lines
3.5 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 GameHeroTalentData struct {
Id int32
Type int32
Talentid int32
Before []int32
Thing []*Gameatn
Point int32
Position []int32
}
const TypeId_GameHeroTalentData = 1749022668
func (*GameHeroTalentData) GetTypeId() int32 {
return 1749022668
}
func (_v *GameHeroTalentData)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; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["type"].(float64); !_ok_ { err = errors.New("type error"); return }; _v.Type = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["talentid"].(float64); !_ok_ { err = errors.New("talentid error"); return }; _v.Talentid = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["before"].([]interface{}); !_ok_ { err = errors.New("before error"); return }
_v.Before = 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.Before = append(_v.Before, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["thing"].([]interface{}); !_ok_ { err = errors.New("thing error"); return }
_v.Thing = 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.Thing = append(_v.Thing, _list_v_)
}
}
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["point"].(float64); !_ok_ { err = errors.New("point error"); return }; _v.Point = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["position"].([]interface{}); !_ok_ { err = errors.New("position error"); return }
_v.Position = 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.Position = append(_v.Position, _list_v_)
}
}
return
}
func DeserializeGameHeroTalentData(_buf map[string]interface{}) (*GameHeroTalentData, error) {
v := &GameHeroTalentData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}