facility_queue.go 1.5 KB

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  1. // Code generated by excel export. DO NOT EDIT.
  2. package data
  3. import (
  4. "f1-game/internal/types"
  5. )
  6. var FacilityQueue = &facilityQueueConfig{}
  7. func init() {
  8. _allList = append(_allList, FacilityQueue)
  9. }
  10. type (
  11. FacilityQueueRow struct {
  12. ID int32 `json:"ID"` // ID
  13. IsUnlock bool `json:"IsUnlock"` // 是否默认解锁
  14. Cost types.Assets `json:"Cost"` // 解锁消耗
  15. }
  16. facilityQueueConfig struct {
  17. baseConfig
  18. list []*FacilityQueueRow // all list
  19. idUniMaps map[int32]*FacilityQueueRow // key:id
  20. }
  21. )
  22. func (p *facilityQueueConfig) Name() string {
  23. return "facility_queue"
  24. }
  25. func (p *facilityQueueConfig) Init() {
  26. p.idUniMaps = map[int32]*FacilityQueueRow{}
  27. }
  28. func (p *facilityQueueConfig) OnLoad(maps interface{}, reload bool) (int, error) {
  29. if reload && p.denyLoad {
  30. return 0, nil
  31. }
  32. var list []*FacilityQueueRow
  33. if err := DecodeData(maps, &list); err != nil {
  34. return 0, err
  35. }
  36. p.list = list
  37. idUniMaps := map[int32]*FacilityQueueRow{}
  38. for _, row := range list {
  39. idUniMaps[row.ID] = row
  40. }
  41. p.idUniMaps = idUniMaps
  42. return len(list), nil
  43. }
  44. // func (p *facilityQueueConfig) OnAfterLoad(_ bool) {
  45. // }
  46. func (p *facilityQueueConfig) List() []*FacilityQueueRow {
  47. return p.list
  48. }
  49. func (p *facilityQueueConfig) GetByID(id int32) (*FacilityQueueRow, bool) {
  50. value, found := p.idUniMaps[id]
  51. return value, found
  52. }
  53. func (p *facilityQueueConfig) ContainID(id int32) bool {
  54. _, found := p.idUniMaps[id]
  55. return found
  56. }