//------------------------------------------------------------------------------
// <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 GameCombatLevelData struct {
    Id int32
    Scene string
    Levelname string
    Maintask []int32
    Subtask []int32
    Award []*Gameatn
    Profectaward []*Gameatn
    Debrisitemid int32
    Scenemusic string
    Atmosphere string
}

const TypeId_GameCombatLevelData = 1556955838

func (*GameCombatLevelData) GetTypeId() int32 {
    return 1556955838
}

func (_v *GameCombatLevelData)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; if _v.Scene, _ok_ = _buf["scene"].(string); !_ok_ { err = errors.New("scene error"); return } }
    { var _ok_ bool; if _v.Levelname, _ok_ = _buf["levelname"].(string); !_ok_ { err = errors.New("levelname error"); return } }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["maintask"].([]interface{}); !_ok_ { err = errors.New("maintask error"); return }

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

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

                _v.Subtask = 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.Subtask = append(_v.Subtask, _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_)
                }
            }

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

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

    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["debrisitemid"].(float64); !_ok_ { err = errors.New("debrisitemid error"); return }; _v.Debrisitemid = int32(_tempNum_) }
    { var _ok_ bool; if _v.Scenemusic, _ok_ = _buf["scenemusic"].(string); !_ok_ { err = errors.New("scenemusic error"); return } }
    { var _ok_ bool; if _v.Atmosphere, _ok_ = _buf["atmosphere"].(string); !_ok_ { err = errors.New("atmosphere error"); return } }
    return
}

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