go_dreamfactory/sys/configure/structs/Game.MainlineData.go
2022-09-01 10:08:29 +08:00

139 lines
7.2 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 GameMainlineData struct {
Id int32
Intensity int32
Previoustage int32
Order int32
Linearnum int32
Chapter int32
Route int32
Episodetype int32
Episodelocation []int32
Model string
Effect string
FormatList []int32
CaptainId string
Battlescene string
Sceneeffect string
Award []*Gameatn
Title string
Desc string
Stroyid []int32
Condition []int32
}
const TypeId_GameMainlineData = -79093005
func (*GameMainlineData) GetTypeId() int32 {
return -79093005
}
func (_v *GameMainlineData)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["intensity"].(float64); !_ok_ { err = errors.New("intensity error"); return }; _v.Intensity = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["previoustage"].(float64); !_ok_ { err = errors.New("previoustage error"); return }; _v.Previoustage = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["order"].(float64); !_ok_ { err = errors.New("order error"); return }; _v.Order = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["linearnum"].(float64); !_ok_ { err = errors.New("linearnum error"); return }; _v.Linearnum = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["chapter"].(float64); !_ok_ { err = errors.New("chapter error"); return }; _v.Chapter = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["route"].(float64); !_ok_ { err = errors.New("route error"); return }; _v.Route = int32(_tempNum_) }
{ var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["Episodetype"].(float64); !_ok_ { err = errors.New("Episodetype error"); return }; _v.Episodetype = int32(_tempNum_) }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["Episodelocation"].([]interface{}); !_ok_ { err = errors.New("Episodelocation error"); return }
_v.Episodelocation = 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.Episodelocation = append(_v.Episodelocation, _list_v_)
}
}
{ var _ok_ bool; if _v.Model, _ok_ = _buf["model"].(string); !_ok_ { err = errors.New("model error"); return } }
{ var _ok_ bool; if _v.Effect, _ok_ = _buf["effect"].(string); !_ok_ { err = errors.New("effect error"); return } }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["FormatList"].([]interface{}); !_ok_ { err = errors.New("FormatList error"); return }
_v.FormatList = 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.FormatList = append(_v.FormatList, _list_v_)
}
}
{ var _ok_ bool; if _v.CaptainId, _ok_ = _buf["captainId"].(string); !_ok_ { err = errors.New("captainId error"); return } }
{ var _ok_ bool; if _v.Battlescene, _ok_ = _buf["battlescene"].(string); !_ok_ { err = errors.New("battlescene error"); return } }
{ var _ok_ bool; if _v.Sceneeffect, _ok_ = _buf["sceneeffect"].(string); !_ok_ { err = errors.New("sceneeffect error"); return } }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["award"].([]interface{}); !_ok_ { err = errors.New("award error"); return }
_v.Award = 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.Award = append(_v.Award, _list_v_)
}
}
{var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["title"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Title error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Title, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
{var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["desc"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Desc error"); return }; { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Desc, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["stroyid"].([]interface{}); !_ok_ { err = errors.New("stroyid error"); return }
_v.Stroyid = 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.Stroyid = append(_v.Stroyid, _list_v_)
}
}
{
var _arr_ []interface{}
var _ok_ bool
if _arr_, _ok_ = _buf["condition"].([]interface{}); !_ok_ { err = errors.New("condition error"); return }
_v.Condition = 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.Condition = append(_v.Condition, _list_v_)
}
}
return
}
func DeserializeGameMainlineData(_buf map[string]interface{}) (*GameMainlineData, error) {
v := &GameMainlineData{}
if err := v.Deserialize(_buf); err == nil {
return v, nil
} else {
return nil, err
}
}