/* Translator service between a srb2kart server and json No description provided (generated by Openapi Generator https://github.com/openapitools/openapi-generator) API version: 0.0.1 */ // Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT. package openapi import ( "encoding/json" ) // PlayerInfoEntry struct for PlayerInfoEntry type PlayerInfoEntry struct { Node *float32 `json:"Node,omitempty"` Name *string `json:"Name,omitempty"` Address *string `json:"Address,omitempty"` Team *float32 `json:"Team,omitempty"` Skin *float32 `json:"Skin,omitempty"` Data *float32 `json:"Data,omitempty"` Score *float32 `json:"Score,omitempty"` TimeInServer *float32 `json:"TimeInServer,omitempty"` } // NewPlayerInfoEntry instantiates a new PlayerInfoEntry object // This constructor will assign default values to properties that have it defined, // and makes sure properties required by API are set, but the set of arguments // will change when the set of required properties is changed func NewPlayerInfoEntry() *PlayerInfoEntry { this := PlayerInfoEntry{} return &this } // NewPlayerInfoEntryWithDefaults instantiates a new PlayerInfoEntry object // This constructor will only assign default values to properties that have it defined, // but it doesn't guarantee that properties required by API are set func NewPlayerInfoEntryWithDefaults() *PlayerInfoEntry { this := PlayerInfoEntry{} return &this } // GetNode returns the Node field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetNode() float32 { if o == nil || o.Node == nil { var ret float32 return ret } return *o.Node } // GetNodeOk returns a tuple with the Node field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetNodeOk() (*float32, bool) { if o == nil || o.Node == nil { return nil, false } return o.Node, true } // HasNode returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasNode() bool { if o != nil && o.Node != nil { return true } return false } // SetNode gets a reference to the given float32 and assigns it to the Node field. func (o *PlayerInfoEntry) SetNode(v float32) { o.Node = &v } // GetName returns the Name field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetName() string { if o == nil || o.Name == nil { var ret string return ret } return *o.Name } // GetNameOk returns a tuple with the Name field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetNameOk() (*string, bool) { if o == nil || o.Name == nil { return nil, false } return o.Name, true } // HasName returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasName() bool { if o != nil && o.Name != nil { return true } return false } // SetName gets a reference to the given string and assigns it to the Name field. func (o *PlayerInfoEntry) SetName(v string) { o.Name = &v } // GetAddress returns the Address field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetAddress() string { if o == nil || o.Address == nil { var ret string return ret } return *o.Address } // GetAddressOk returns a tuple with the Address field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetAddressOk() (*string, bool) { if o == nil || o.Address == nil { return nil, false } return o.Address, true } // HasAddress returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasAddress() bool { if o != nil && o.Address != nil { return true } return false } // SetAddress gets a reference to the given string and assigns it to the Address field. func (o *PlayerInfoEntry) SetAddress(v string) { o.Address = &v } // GetTeam returns the Team field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetTeam() float32 { if o == nil || o.Team == nil { var ret float32 return ret } return *o.Team } // GetTeamOk returns a tuple with the Team field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetTeamOk() (*float32, bool) { if o == nil || o.Team == nil { return nil, false } return o.Team, true } // HasTeam returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasTeam() bool { if o != nil && o.Team != nil { return true } return false } // SetTeam gets a reference to the given float32 and assigns it to the Team field. func (o *PlayerInfoEntry) SetTeam(v float32) { o.Team = &v } // GetSkin returns the Skin field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetSkin() float32 { if o == nil || o.Skin == nil { var ret float32 return ret } return *o.Skin } // GetSkinOk returns a tuple with the Skin field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetSkinOk() (*float32, bool) { if o == nil || o.Skin == nil { return nil, false } return o.Skin, true } // HasSkin returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasSkin() bool { if o != nil && o.Skin != nil { return true } return false } // SetSkin gets a reference to the given float32 and assigns it to the Skin field. func (o *PlayerInfoEntry) SetSkin(v float32) { o.Skin = &v } // GetData returns the Data field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetData() float32 { if o == nil || o.Data == nil { var ret float32 return ret } return *o.Data } // GetDataOk returns a tuple with the Data field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetDataOk() (*float32, bool) { if o == nil || o.Data == nil { return nil, false } return o.Data, true } // HasData returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasData() bool { if o != nil && o.Data != nil { return true } return false } // SetData gets a reference to the given float32 and assigns it to the Data field. func (o *PlayerInfoEntry) SetData(v float32) { o.Data = &v } // GetScore returns the Score field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetScore() float32 { if o == nil || o.Score == nil { var ret float32 return ret } return *o.Score } // GetScoreOk returns a tuple with the Score field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetScoreOk() (*float32, bool) { if o == nil || o.Score == nil { return nil, false } return o.Score, true } // HasScore returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasScore() bool { if o != nil && o.Score != nil { return true } return false } // SetScore gets a reference to the given float32 and assigns it to the Score field. func (o *PlayerInfoEntry) SetScore(v float32) { o.Score = &v } // GetTimeInServer returns the TimeInServer field value if set, zero value otherwise. func (o *PlayerInfoEntry) GetTimeInServer() float32 { if o == nil || o.TimeInServer == nil { var ret float32 return ret } return *o.TimeInServer } // GetTimeInServerOk returns a tuple with the TimeInServer field value if set, nil otherwise // and a boolean to check if the value has been set. func (o *PlayerInfoEntry) GetTimeInServerOk() (*float32, bool) { if o == nil || o.TimeInServer == nil { return nil, false } return o.TimeInServer, true } // HasTimeInServer returns a boolean if a field has been set. func (o *PlayerInfoEntry) HasTimeInServer() bool { if o != nil && o.TimeInServer != nil { return true } return false } // SetTimeInServer gets a reference to the given float32 and assigns it to the TimeInServer field. func (o *PlayerInfoEntry) SetTimeInServer(v float32) { o.TimeInServer = &v } func (o PlayerInfoEntry) MarshalJSON() ([]byte, error) { toSerialize := map[string]interface{}{} if o.Node != nil { toSerialize["Node"] = o.Node } if o.Name != nil { toSerialize["Name"] = o.Name } if o.Address != nil { toSerialize["Address"] = o.Address } if o.Team != nil { toSerialize["Team"] = o.Team } if o.Skin != nil { toSerialize["Skin"] = o.Skin } if o.Data != nil { toSerialize["Data"] = o.Data } if o.Score != nil { toSerialize["Score"] = o.Score } if o.TimeInServer != nil { toSerialize["TimeInServer"] = o.TimeInServer } return json.Marshal(toSerialize) } type NullablePlayerInfoEntry struct { value *PlayerInfoEntry isSet bool } func (v NullablePlayerInfoEntry) Get() *PlayerInfoEntry { return v.value } func (v *NullablePlayerInfoEntry) Set(val *PlayerInfoEntry) { v.value = val v.isSet = true } func (v NullablePlayerInfoEntry) IsSet() bool { return v.isSet } func (v *NullablePlayerInfoEntry) Unset() { v.value = nil v.isSet = false } func NewNullablePlayerInfoEntry(val *PlayerInfoEntry) *NullablePlayerInfoEntry { return &NullablePlayerInfoEntry{value: val, isSet: true} } func (v NullablePlayerInfoEntry) MarshalJSON() ([]byte, error) { return json.Marshal(v.value) } func (v *NullablePlayerInfoEntry) UnmarshalJSON(src []byte) error { v.isSet = true return json.Unmarshal(src, &v.value) }