//------------------------------------------------------------------------------
// <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 GameHeroMethodData struct {
    Hid string
    Herointr string
    EquipSuit1 []int32
    Pro1 int32
    EquipSuit2 []int32
    Pro2 int32
    EquipSuit3 []int32
    Pro3 int32
}

const TypeId_GameHeroMethodData = -371255999

func (*GameHeroMethodData) GetTypeId() int32 {
    return -371255999
}

func (_v *GameHeroMethodData)Deserialize(_buf map[string]interface{}) (err error) {
    { var _ok_ bool; if _v.Hid, _ok_ = _buf["hid"].(string); !_ok_ { err = errors.New("hid error"); return } }
    {var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["herointr"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Herointr error"); return };  { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Herointr, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["equip_suit1"].([]interface{}); !_ok_ { err = errors.New("equip_suit1 error"); return }

                _v.EquipSuit1 = 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.EquipSuit1 = append(_v.EquipSuit1, _list_v_)
                }
            }

    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro1"].(float64); !_ok_ { err = errors.New("pro1 error"); return }; _v.Pro1 = int32(_tempNum_) }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["equip_suit2"].([]interface{}); !_ok_ { err = errors.New("equip_suit2 error"); return }

                _v.EquipSuit2 = 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.EquipSuit2 = append(_v.EquipSuit2, _list_v_)
                }
            }

    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro2"].(float64); !_ok_ { err = errors.New("pro2 error"); return }; _v.Pro2 = int32(_tempNum_) }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["equip_suit3"].([]interface{}); !_ok_ { err = errors.New("equip_suit3 error"); return }

                _v.EquipSuit3 = 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.EquipSuit3 = append(_v.EquipSuit3, _list_v_)
                }
            }

    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["pro3"].(float64); !_ok_ { err = errors.New("pro3 error"); return }; _v.Pro3 = int32(_tempNum_) }
    return
}

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