// Code generated by excel export. DO NOT EDIT. package data import ( "f1-game/internal/types" ) var FacilityQueue = &facilityQueueConfig{} func init() { _allList = append(_allList, FacilityQueue) } type ( FacilityQueueRow struct { ID int32 `json:"ID"` // ID IsUnlock bool `json:"IsUnlock"` // 是否默认解锁 Cost types.Assets `json:"Cost"` // 解锁消耗 } facilityQueueConfig struct { baseConfig list []*FacilityQueueRow // all list idUniMaps map[int32]*FacilityQueueRow // key:id } ) func (p *facilityQueueConfig) Name() string { return "facility_queue" } func (p *facilityQueueConfig) Init() { p.idUniMaps = map[int32]*FacilityQueueRow{} } func (p *facilityQueueConfig) OnLoad(maps interface{}, reload bool) (int, error) { if reload && p.denyLoad { return 0, nil } var list []*FacilityQueueRow if err := DecodeData(maps, &list); err != nil { return 0, err } p.list = list idUniMaps := map[int32]*FacilityQueueRow{} for _, row := range list { idUniMaps[row.ID] = row } p.idUniMaps = idUniMaps return len(list), nil } // func (p *facilityQueueConfig) OnAfterLoad(_ bool) { // } func (p *facilityQueueConfig) List() []*FacilityQueueRow { return p.list } func (p *facilityQueueConfig) GetByID(id int32) (*FacilityQueueRow, bool) { value, found := p.idUniMaps[id] return value, found } func (p *facilityQueueConfig) ContainID(id int32) bool { _, found := p.idUniMaps[id] return found }