//------------------------------------------------------------------------------
// <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 GameEquipAttributeData struct {
    Key string
    SkillId int32
    AttributeText string
    AttributeTextNovalue string
    SkillParameter []string
}

const TypeId_GameEquipAttributeData = 1950061970

func (*GameEquipAttributeData) GetTypeId() int32 {
    return 1950061970
}

func (_v *GameEquipAttributeData)Deserialize(_buf map[string]interface{}) (err error) {
    { var _ok_ bool; if _v.Key, _ok_ = _buf["key"].(string); !_ok_ { err = errors.New("key error"); return } }
    { var _ok_ bool; var _tempNum_ float64; if _tempNum_, _ok_ = _buf["skill_id"].(float64); !_ok_ { err = errors.New("skill_id error"); return }; _v.SkillId = int32(_tempNum_) }
    {var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["attribute_text"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.AttributeText error"); return };  { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.AttributeText, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
    {var _ok_ bool; var __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["attribute_text_novalue"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.AttributeTextNovalue error"); return };  { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.AttributeTextNovalue, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["skill_parameter"].([]interface{}); !_ok_ { err = errors.New("skill_parameter error"); return }

                _v.SkillParameter = make([]string, 0, len(_arr_))
                
                for _, _e_ := range _arr_ {
                    var _list_v_ string
                    {  if _list_v_, _ok_ = _e_.(string); !_ok_ { err = errors.New("_list_v_ error"); return } }
                    _v.SkillParameter = append(_v.SkillParameter, _list_v_)
                }
            }

    return
}

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