//------------------------------------------------------------------------------
// <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 GameEquipSComposeData struct {
    Key int32
    Suittype int32
    Star int32
    Skillintr string
    Need []*Gameatn
    Ico string
    Equip []string
    Probability []int32
}

const TypeId_GameEquipSComposeData = 953426749

func (*GameEquipSComposeData) GetTypeId() int32 {
    return 953426749
}

func (_v *GameEquipSComposeData)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["suittype"].(float64); !_ok_ { err = errors.New("suittype error"); return }; _v.Suittype = 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 __json_text__ map[string]interface{}; if __json_text__, _ok_ = _buf["skillintr"].(map[string]interface{}) ; !_ok_ { err = errors.New("_v.Skillintr error"); return };  { var _ok_ bool; if _, _ok_ = __json_text__["key"].(string); !_ok_ { err = errors.New("key error"); return } }; { var _ok_ bool; if _v.Skillintr, _ok_ = __json_text__["text"].(string); !_ok_ { err = errors.New("text error"); return } } }
     {
                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; if _v.Ico, _ok_ = _buf["ico"].(string); !_ok_ { err = errors.New("ico error"); return } }
     {
                var _arr_ []interface{}
                var _ok_ bool
                if _arr_, _ok_ = _buf["equip"].([]interface{}); !_ok_ { err = errors.New("equip error"); return }

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

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

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

    return
}

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