// Code generated by excel export. DO NOT EDIT. package data import ( "f1-game/internal/enum" ) var QuestGroup = &questGroupConfig{} func init() { _allList = append(_allList, QuestGroup) } type ( QuestGroupRow struct { GroupID int32 `json:"GroupID"` // 任务组ID OpenType enum.QuestOpenType `json:"OpenType"` // 开放类型 OpenValue int32 `json:"OpenValue"` // 开放类型值 ResetType enum.QuestResetType `json:"ResetType"` // 重置类型 ResetValue int32 `json:"ResetValue"` // 重置类型值 RemoveFinished bool `json:"RemoveFinished"` // 删除已完成 } questGroupConfig struct { baseConfig list []*QuestGroupRow // all list groupIDUniMaps map[int32]*QuestGroupRow // key:groupID } ) func (p *questGroupConfig) Name() string { return "quest_group" } func (p *questGroupConfig) Init() { p.groupIDUniMaps = map[int32]*QuestGroupRow{} } func (p *questGroupConfig) OnLoad(maps interface{}, reload bool) (int, error) { if reload && p.denyLoad { return 0, nil } var list []*QuestGroupRow if err := DecodeData(maps, &list); err != nil { return 0, err } p.list = list groupIDUniMaps := map[int32]*QuestGroupRow{} for _, row := range list { groupIDUniMaps[row.GroupID] = row } p.groupIDUniMaps = groupIDUniMaps return len(list), nil } // func (p *questGroupConfig) OnAfterLoad(_ bool) { // } func (p *questGroupConfig) List() []*QuestGroupRow { return p.list } func (p *questGroupConfig) GetByGroupID(groupID int32) (*QuestGroupRow, bool) { value, found := p.groupIDUniMaps[groupID] return value, found } func (p *questGroupConfig) ContainGroupID(groupID int32) bool { _, found := p.groupIDUniMaps[groupID] return found }