//------------------------------------------------------------------------------
// <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 GameEquipIntensifyData struct {
    Key int32
    TypeId int32
    Star int32
    Level int32
    Need []*Gameatn
    Bonus int32
    Activation bool
    Probability int32
    Num int32
}

const TypeId_GameEquipIntensifyData = -1943763209

func (*GameEquipIntensifyData) GetTypeId() int32 {
    return -1943763209
}

func (_v *GameEquipIntensifyData)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["type_id"].(float64); !_ok_ { err = errors.New("type_id error"); return }; _v.TypeId = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["star"].(float64); !_ok_ { err = errors.New("star error"); return }; _v.Star = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["level"].(float64); !_ok_ { err = errors.New("level error"); return }; _v.Level = int32(_tempNum_) }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["need"].([]interface{}); !_ok_ { err = errors.New("need error"); return }

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

    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["bonus"].(float64); !_ok_ { err = errors.New("bonus error"); return }; _v.Bonus = int32(_tempNum_) }
    { var _ok_ bool; if _v.Activation, _ok_ = _buf["activation"].(bool); !_ok_ { err = errors.New("activation error"); return } }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["probability"].(float64); !_ok_ { err = errors.New("probability error"); return }; _v.Probability = int32(_tempNum_) }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["num"].(float64); !_ok_ { err = errors.New("num error"); return }; _v.Num = int32(_tempNum_) }
    return
}

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