//------------------------------------------------------------------------------
// <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 GameEquipAttrlibrarySData struct {
    Key int32
    Libraryid int32
    Attrkey string
    Attrvar int32
    AttrvarCorrect int32
    Probability int32
    Addition []int32
}

const TypeId_GameEquipAttrlibrarySData = 170770055

func (*GameEquipAttrlibrarySData) GetTypeId() int32 {
    return 170770055
}

func (_v *GameEquipAttrlibrarySData)Deserialize(_buf map[string]interface{}) (err error) {
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["key"].(float64); !_ok_ { err = errors.New("key error"); return }; _v.Key = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["libraryid"].(float64); !_ok_ { err = errors.New("libraryid error"); return }; _v.Libraryid = int32(_tempNum_) }
    { var _ok_ bool; if _v.Attrkey, _ok_ = _buf["attrkey"].(string); !_ok_ { err = errors.New("attrkey error"); return } }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["attrvar"].(float64); !_ok_ { err = errors.New("attrvar error"); return }; _v.Attrvar = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["attrvar_correct"].(float64); !_ok_ { err = errors.New("attrvar_correct error"); return }; _v.AttrvarCorrect = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["probability"].(float64); !_ok_ { err = errors.New("probability error"); return }; _v.Probability = int32(_tempNum_) }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["Addition"].([]interface{}); !_ok_ { err = errors.New("Addition error"); return }

                _v.Addition = 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.Addition = append(_v.Addition, _list_v_)
                }
            }

    return
}

func DeserializeGameEquipAttrlibrarySData(_buf map[string]interface{}) (*GameEquipAttrlibrarySData, error) {
    v := &GameEquipAttrlibrarySData{}
    if err := v.Deserialize(_buf); err == nil {
        return v, nil
    } else {
        return nil, err
    }
}
