//------------------------------------------------------------------------------
// <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 GameCombatMansterData struct {
    Id int32
    Type int32
    Sencenstory []int32
    Time int32
    Clickstory int32
    BattleReadyID int32
    FormatList []int32
    Award []*Gameatn
}

const TypeId_GameCombatMansterData = 248449122

func (*GameCombatMansterData) GetTypeId() int32 {
    return 248449122
}

func (_v *GameCombatMansterData)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 _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["sencenstory"].([]interface{}); !_ok_ { err = errors.New("sencenstory error"); return }

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

    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["time"].(float64); !_ok_ { err = errors.New("time error"); return }; _v.Time = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["clickstory"].(float64); !_ok_ { err = errors.New("clickstory error"); return }; _v.Clickstory = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["BattleReadyID"].(float64); !_ok_ { err = errors.New("BattleReadyID error"); return }; _v.BattleReadyID = int32(_tempNum_) }
     {
                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 _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_)
                }
            }

    return
}

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